I have a fairly large open world level that I am trying to optimize. By using “stat unit” I can see that the scene is currently draw thread bound. Using “stat initviews” has shown me that “PostInitViews FlushDel” is taking a whopping 11 ms–totally unacceptable!
Here is a screen shot:
I have been unable to find any documentation or discussion about what “PostInitViews FlushDel” is. My foliage does appear to be the culprit because when I hide all my foliage the problem goes away.
EDIT: Setting “Showflag.Translucency” to 0 causes PostInitViews FlushDel to go down to about 0.3 ms which is great, but after changing my grass and trees to opaque I still get 8 ms from PostInitViews FlushDel.