Somebody mentioned that you could use the legacy shader over the new shader model , but i have not been able to figure out how to change this , anyone know how?
I read somewhere (I think it was Unreal Slackers) that there is known rendering performance issue which is going to get resolved probably in next hotfix. I don’t know if it is related to these issues but It could help. There seems to be indeed issue when so many people are complaining but saying just “my fps is now low” is usually not enough to properly tackle this issue. If possible please try to profile and check stats and post also comparison of these from 4.25 and 4.26.
Make triple sure that the beta SSGI isn’t enabled too.
not sure if I had turned it on, or if it wasnon by default (which being Beta definitely should not be).
the cost is still really high compared to .25.
The question is: When you disable it, is Visibility Commands still eating up GPU frame time?
I wouldn’t necessarily expect it to improve your framerate by turning it off, I only suggested it as a test. If you can determine that Visibility Commands is indeed the hardware occlusion culling then you can try to optimize it by flagging only large objects to be set as occluders.
I don’t know i just tried it , haven’t looked closer yet. I tried so many things now , maybe i’m just looking for the magic bullet to up me my 20 to 25 FPS back again. But probably there is no magic bullet.
I just wanted to let you know that we have fixed a performance regression in the D3D11 rendering code. This is only for the editor but will fix the issue where the VisibilityCommands and ShadowDepth stats are higher than before. This fix will be live in the upcoming 4.26.2.
We also have found out that the performance drop was only happening in Editor. Maybe some others here can confirm that the performance is fine in a packaged game ?