PointCloudSceneProxy_GetDynamicMeshElements triggers LOD calculation and dynamic buffer updates. Interestingly, Instanced is actually faster than Merged (5.8ms vs 6.9ms). Will add more benchmark groups to see where the difference comes from.
I’m not doing any occlusion culling myself, I assumed it’s the engine, and that the query time scales with total polycount. Any way to manually exclude specific objects from query?
Now that I’ve looked, I’ve also noticed greatly increased SlateDrawWindowsCommand in Instanced (1.4ms vs 5.5ms), any idea why that could be?
Altogether those times do indeed add up to nearly frame time. Do you think it’s the RenderThread that bottlenecks the whole thing?