# Massive Hitches From Streaming When Making A Level Visible

**URL:** <https://forums.unrealengine.com/t/massive-hitches-from-streaming-when-making-a-level-visible/468230>\
**Category:** World Creation\
**Tags:** streaming-level, unreal-engine, streaming, Performance, question\
**Created:** [July 16, 2020, 2:24am UTC](https://forums.unrealengine.com/t/massive-hitches-from-streaming-when-making-a-level-visible/468230 "2020-07-16T02:24:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![NickWeihs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NickWeihs](https://forums.unrealengine.com/u/NickWeihs)\
**Post date:** [July 16, 2020, 2:24am UTC](https://forums.unrealengine.com/t/massive-hitches-from-streaming-when-making-a-level-visible/468230/1 "2020-07-16T02:24:20Z")

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We’re seeing some pretty long hitches on the render thread when loading new levels into the scene with ULevelStreamingDynamic::LoadLevelInstanceBySoftObjectPtr(). It’s doing things you would expect like creating uniform buffers, initializing bsps, and adding primitive scene infos. This is on a windows build with cook on the fly content. We have event drivent loading and async loading enabled.

Is there any way to time slice this information being added to the scene so it doesn’t create such a massive hitch? I don’t think we absolutely need every single primitive component added to the scene on a single frame - this is streaming in the level out of view.

 ![307289-perfcapture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/9/4/394e87fe980ab2b3bf3ae9cf2dc123198483bf7f.png)

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**Author:** ![ilkeraktug](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ilkeraktug](https://forums.unrealengine.com/u/ilkeraktug)\
**Post date:** [January 4, 2023, 11:21am UTC](https://forums.unrealengine.com/t/massive-hitches-from-streaming-when-making-a-level-visible/468230/2 "2023-01-04T11:21:59Z")

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Hello Nick,

Could you solve the issues ?
