Like on this screen, i struggle to understand what is FParallelTranslateCommandList_DoTask or MeshDrawCommandPassSetupTask.
I suspect this struggle to draw cause a too high number of mesh (who doesn’t really make sens cause they are nanite, but… like material complexity can affect this ? how to know what line stat really affect what ?)
It would be great if the Unreal team could do a proper deep-dive session on how they actually interpret Unreal Insight outputs and link it to specific assets or rendering features. It really isn’t intuitive. They did something close to this a while back but it wasn’t really very explanatory.