Hi! using unreal 5.3 this was not happening. Same code, nothing has changed, just upgraded to 5.6 or 5.7. Pressing wasd and looking to a heavy polygon count object eg nanite > 2M polygons, even a single one, freezes the game for 1 sec each 3 secs. No shaders are being compiled , rhi memory is not leaking)… using default pawn. Does anyone else has the same problem? Running in pie, 4090Gtx and 128 Mb ram.
Hey there @Paulo_Egidio! I would recommend taking a look at stat GPU and seeing what is taking the most GPU cycles, if that doesn’t give you a good idea, you may need to fully performance profile with Unreal Insights pingy mentioned.
I have to say this: This is the same code as unreal 5.3. We CAN spend some time trying to understand this, but we JUST CHANGED the game version… I really don’t know where to start since we changed nothing in our code. So it seems to me that this is an engine bug. My real worry is that in 5.6 it behaves exactly like that and I was hoping that this would be solved in 5.7.
This is how it goes for indies: we’re making the game for 5+ years now, we already have about 500+ code blueprints, and 300 c++ files, varying from 1000 to 20000 lines of code each, so we’re talking about 1M to 1.5M lines of code. And we have 2 programmers and a lot of complaints about other things in our game from customers…
Last: I did not have packaged the game in 5.7 yet. Perhaps this only happens in development. But even if this happens, this will basically prevent testing the game without cooking… Any help trying to understand these traces will be GREATLY appreciated. Thanks.
Clarifying: We are VERY GRATEFUL for Unreal Engine. Without it, nothing will be possible, please do not misunderstand us.
This doesn’t show the whole picture, there should be more too the Callee window here under scene render, but the post processing itself seems to be rather heavy. The TSR alone is 734ms, however seeing the other half of what is causing the scene render to be so expensive would be good. It’s possible there were some changes to some rendering that might be adversely affecting the updated project. I would usually recommend avoiding upgrading a commercial project midway through, as engine changes can crop up some difficult issues to work with.
Does the issue still occur if you disable AA altogether (just as a test).