What could be the possible reason(s) for the WaitFrame (23.6 ms) being so much longer that the others in the graph? It doesn’t appear that it is waiting for the GPU as the GPU timers don’t indicate the the GPU processing would be holding up anything.
Is there anyway to log which actual objects (or types of objects) are being purged so that I could narrow down where to look in my blueprints so that I could limit/prevent these major hitches in purges? Basically I want to know what is being purged
I switched to Forward Shading and the performance seems quite a bit better. My projects (architectural visualization) can use static lighting exclusively while in VR. There is also a lot of glass (translucency) in architectural visualizations. These two things seems to make Forward Shading (rendering) a better option for my anticipated project content. I would still like to know what is being purged in the IncrementalPurgeGarbage to see if I can limit it. I have attached a new profile. If anyone can tell me how to identify what exactly is being purged in the garbage collection it would greatly appreciated.
Curious to know why there are timers in the profiler labeled ‘FDeferredShadingSceneRender_Render’ and ‘FDeferredShadingSceneRender_InitViews’ when my project is set to ForwardShading?