Event Graph locks FPS

Greetings,

I’ve been googling and searching the forums and have been unable to find any information regarding this. I’m sorry if it has already been answered, or if this is in the wrong section.

Basically, every time I open the Event Graph, it feels like it limits the viewport’s FPS to 50. This is on an empty new project. My viewport runs normally at 99FPS (i’ve set a limit there). If the event graph is open (either over the viewport on the same monitor, or moved to the second monitor, the viewport’s framerate is locked to ~50, despite the engine’s graphic settings (tried turning off Lumen, Nanite, and many more). If I close the event graph, the FPS quickly goes back to 99.

Specs:
i5-12600K
32GB DDR4
RTX 3060ti

Hi @MadBugar,

Are you using a GSync monitor? If so, take a look at this community video.

Hope that helps!

You’re in the editor… FPS will tank.

Event Graphs, Anim Graphs, Open classes, Open content browsers, assets in the content browser… All of this stuff is being processed to some degree.

shrink the content browser, world outliner etc. FPS will climb a bit.

Go Full screen in view port … FPS climbs.

@Astrotronic I do have a G-SYNC monitor. I did the instructions on the video, but unfortunately, it did not help.

@RedOverDrive It doesn’t seem to be processing related. Becuase even if I have a small notification from Unreal at the bottom-right of the screen. For example, when I compile C++ code, after the compilation is complete, there’s a small notification at the bottom-right saying “build successfull”. As you might know, it takes a couple of seconds for this notification to fade away completely. The FPS stays locked at 50 until the notification fades away and once it’s gone, FPS jumps to 100 immediately.

It seems like having any Editor window/pop-up over the viewport just locks it’s FPS. Not sure if the viewport considers itself not focused and drops its FPS to some “max FPS when in background” setting or something.

Generally, this wouldn’t annoy me, but I’m trying to utilize both monitors, while having a blueprint editor on one monitor, and the viewport on another. Unfortunately, as long as I have a blueprint editor open, the viewport runs slow, even though I know my system can run it (i5-12600K, RTX 3060ti, 32GB ram). This occurs even on a blank project with a completely empty level and an empty blueprint editor.