The game logic is made with blueprints, so I thought that was the cause of my problem, but no. This problem occurs no matter how much game logic is in the level.
During the game, PIE or Standalone, the game freezes for 0.08 seconds or something like that. After that, if the player’s camera was rotated using the mouse, there is a sharp jump, the camera flies away as if I jerked it sharply.
This problem still here since UE4, also occurs in Shipping and other PC.
Just noticed that this happens even outside the game. only the gaps are much smaller.
Tried turning on Vsync, tried turning off all player logic on tick.
What could it be? Assets? other blueprints?
Should I turn off “Start with tick enabled” in every blueprint where it is not needed?
in general, I see a direct dependence on the number of assets in the scene, but the problem is that all my levels in terms of content are not yet comparable to any released game…
Hey there @Digital.Sunset! Welcome back to the community! In this case I’d recommend using some performance tracking with Unreal Insights to see what it causing the most draw for that frame. This should show you exactly what is causing the hitch if it’s engine side.
Hi, thanks for the reply, I tried it, I’m not very good at profiling yet, but I found a weird thing. These hitches happen more often on DX12. With Vulkan they almost disappeared, i am confused. It would be great to use DX 12 instead of Vulkan in terms of FSR and XeSS usage
This looks like stutter related to loading assets. Are you using virtual textures?
In the console, type
r.VT.Residency.Show 1
If any of the lines go to the top, then you need to configure your virtual texture pool.
If it’s not this, then this is one thing you can rule out.
It could still be a problem if you don’t use virtual textures. You’d need to see if the texture pool is maxed out. You can display this in the hamburger button at the top left of the viewport, select Stats->Advanced->Texture Pool.
If you’ve ruled that out, you could turn off foliage and see if it still occurs.
I am not using VT, streaming pool size is 1000Mb (was previously set to 6000) and there are no issues with texture streaming on this map, just checked it out.
Turning off the foliage was the first thing I did, unfortunatly that didnt help.
This problem occurs on another levels, where there is no directional and skylight, no foliage and landscapes, they are just a little complex. I also thought that it happens because of big amount of static lights, cuz i have a simillar problem with switching big lighting scenarios like On and Off on the whole level and there is an extreamly big hitch when cutscene and logic going on in a background.
Not really understand what Insights are showing me…
Can you help me figure out what does it means on 2 screenshot?
Took screenshots inside and outside.
When I restart UE for some reason these hitches are gone for some time, but after 20 minutes of work they appear again
Now I am absolutely convinced that hitches happen regularly even outside the game, in editor viewport when flying around
The only thing I can guess is that the hitch is due to dx12… Why does the second screenshot just say “waiting” and nothing else happens for the next 50ms?
It looks like it’s waiting on the game tick tasks to complete, though it could also be the occlusion culling as that’s seemingly holding the same pattern. Disable all post processing affects, force it into unlit mode, and see how the waits change.
RDG is the render dependency graph. If it’s taking nearly 50ms to allocate a buffer, that’s a HUGE penalty right there.
I’m reading that RDG has its own profiler. It’s a plugin. Edit->Plugins->Insights
I’ve never used it. But if you can use that, it could provide more details or “insights”
You can generate it while running the app with command line arguments: -trace=rdg,defaults
Or if you have a Live Trace within Unreal Insights, it’s automatic.
Some docs here and some command line commonds you can use to turn off some RDG features.
re-creating the project helped. I got rid of most of the hitches.
Another issue was found in the mouse control input code. For some reason, a long time ago, when I was just creating the project according to some tutorial, I made the logic of multiplying the mouse input by the sensitivity and then by the delta seconds, which caused strong jerks with any FPS drop.
But still, the main reason for the drops was eliminated by re-creating the project.
There is also a dependence with FPS drops due to the size of the texture streaming pool. I haven’t figured this out yet