MS cost is a factor of DrawCall count. Drawcall count increases with resolution.
At 4k native, on a 3090, with an empty scene, you are probably lucky to hit 120fps.
Anyway, your point is more valid than theirs. There’s plenty of reasons to want to know what the maximum MS cost of an empty scene is in this pos of an engine.
What’s more is that by default, FPS adaptation is done by bloating/delaying the MS count of the buffer, so unless you prep the engine settings right you’d have no real way to see the difference when adding in geometry until you are way past the point where you already added in too much for most non 3090s to handle.
Second, the MS count of Pie(play in editor) means nothing.
The size of Pie drives the cost of rendering. and it’s not necessarily full screen, which means your most visible/common view is bound to be much different than the actual project running in standalone with the editor closed.
Third…
Editor windows drag down overall performance of everything - the engine renders 3d stuff even when you don’t expect it. The base scenes on many windows (mesh, persona, etc) have pretty high costs themselves. The more windows you have open, the more the drag on Pie or even on standalone can be.
Fourth.
While FPS usually changes, keep in mind that if you use something like FRAPS or any external utility, DX12 doesn’t play well with em.
The engine’s FPS counter is biased af, since they want you to think the engine is really good when it really, really isn’t all that great (particularly when you add in the new junk that sucks up the life out of your 3090 by heating it into oblivion).
The profiler tools are a much better way to get readings, but you probably shouldn’t look at FPS a anything much more than an “there’s a problem somewhere” indicator.
Fifth.
Gsync? Nvidia? There are many other places to look at that could be hindering the displayed FPS from being correct. Not just the engine…
How would you know?
Make the game resolution smaller, if the FPS doesn’t jump up, something else somewhere is capping it…