Performance Hitch in SetFeatureLevelAndInitialize due to UpdateUniformBuffers

Hey Stéphanem

Yes, unfortunately providing a repro case may not be possible due to the scale and confidentiality of this project.

This issue happens for both OpenGL ES and Vulkan. And the hitch values are more or less the same.

We’ve added time slicing to be considered as a work around. But in the mean time do you think this issue could be due to merging all the world composition lighting information into one lighting build map which we load at initialization. Whereas these hitches happen during gameplay. Adding a log message I get this information (may be relevant?)

<LevelName>:PersistentLevel has 2201 meshes and 1367 lightmap resource clustersCheers.