I’ve been digging through the profiler trying to optimize our VR project and I’ve noticed a pretty significant hitch from time to time. There are times when the DeferredShadingSceneRenderer RenderFinish Event can take as long as 3.5ms and I’m having a hard time figuring out what that means.
For reference, our project is set to use Forward Shading with MSAA set to 4x, Screen Percentage is set to 140 though when I changed it during run time it didn’t seem to have any noticeable impact on performance. I also disabled Particles, Translucency, Fog, and Skeletal Meshes when recording the stats file. We have also created a device profile that uses recommended settings for VR projects. The machine that is running the game has the following specs:
CPU: Intel Core i5-6600K @ 3.5 GHz
GPU: GeForce GTX 1070 8GB
OS: Windows 10
If anyone knows why that DeferredShadingSceneRenderer RenderFinish is so high, or even where to look in the project to figure out why it’s so high I would greatly appreciate it. I’ve been pulling my hair out trying to figure out what to do next to fix it.