We’re spawning in a few thousand basic cubes at runtime, and have fantastic performance running a DebugGame build out of Visual Studio (with a debugger attached, no less!), but running the “Test” build configuration (both Win32 and Win64), which is like a shipped build but with profiling enabled, we get horrible render performance - fps: 200 vs ~20.
Why is there such terrible performance in what should be the superior build configuration? The render thread and GPU are getting totally hammered!
Is this not a rendering question? I presume it’s tied somehow to the way the renderer works in different build configurations, thanks to the frame time increasing only on the GPU and Render threads.
Thanks for the suggestion! I tried it in a fully shipped Win64 build and still had far worse performance than a DebugGame project with the debugger attached (and displaying Stat UNITGRAPH etc).