Epic’s Tim Sweeney Says Unreal Developers Must Own Their Games’ Performance

Tim Sweeney says Unreal Engine 5’s performance woes aren’t an engine-only problem—they’re a workflow problem. Speaking during Unreal Fest at CODEX Seoul in a conversation with Korean outlet This is Game, the Epic CEO explained that many studios still build for high-end PCs first and push optimization and low-spec testing to the end of development. That top-down approach, he said, is a major reason games stumble across a wide range of hardware, from entry-level PCs to current consoles.

“The main cause is the order of development. Many studios build for top-tier hardware first and leave optimization and low-spec testing for the end,” Sweeney said. He urged teams to flip that mindset: “Ideally, optimization should begin early—before full content build-out.” Leaving performance work to the final stretch makes problems exponentially harder to solve, especially as assets and systems are locked in.

Sweeney also pointed out that modern games are far more complex than those of a decade ago, which makes a one-size-fits-all engine fix unrealistic. His takeaway: engine makers and game teams need to collaborate more closely to keep performance on track throughout production.

Epic is responding on two fronts:
– Strengthening the engine with more automated optimization across devices
– Expanding developer education so “optimize early” becomes standard practice, with Epic engineers ready to assist when needed

This push lands alongside the recent Unreal Engine 5.6 update, which touts up to 25% GPU gains and 35% CPU gains in certain scenarios. While those improvements help, Sweeney’s message is clear: sustainable performance starts with process, not just patches.

A timely example is Metal Gear Solid Delta: Snake Eater, which has put Unreal’s optimization challenges under the spotlight. On PS5, the Performance mode targets 60 FPS at a dynamic 720p–1080p, while Quality mode targets 30 FPS at 1080p–1584p. In practice, testing shows the PS5’s Performance mode typically lands around 30–50 FPS, and Quality mode hovers at 24–30 FPS. The PS5 Pro complicates things further: its single graphics configuration targets 60 FPS, yet real-world results vary between 30–60 FPS and, on average, come in roughly 7 FPS lower than the base PS5.

The broader lesson mirrors Sweeney’s advice: build with scalability in mind from day one, validate on lower-end hardware early and often, and treat optimization as a continuous discipline rather than a late-game scramble. With better workflows, automated safeguards in the engine, and closer partnership between Epic and developers, Unreal Engine 5 projects stand a far better chance of delivering smooth, stable performance across PCs and consoles alike.