Hey there @jbags ! Welcome to the community! I believe that Renderfinish is generic and can mean multiple things. For example you could have SceneCaptures that are rendering every frame causing this value to spike. Though rendering debugging is not my area of expertise, but these threads may help!
Right now “FrameRenderFinish” is the highest time consumer on my list, but I haven’t been able to find information on what it is (or a comprehensive explanation of other stats for that matter, just some).
It’s certainly not the time it took to render the whole frame, that’s above.
I looked it up in the source code, and it seems to be related to software raytracing? I’m not a programmer, so I can barely read it and this is just a guess.
Can somebody please clarify?
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Woul…
Good afternoon all
See attached. Ever since updating to 4.26 by game runs like ■■■■. Over time the FPS degrades completely. Here are the basics of the setup:
Small open world based on World Composition tools
Does use global post-processing for a comic style look but as you can post-processing is not actually draining much effort
Based on the GPU profile the issue is with the Frame Render Finish, which when running in the editor uses very little GPU but when rendering in the game in real-time…