Okay. I don’t know why, but the editor viewport resolution scale often go back to a default value that don’t render 100% and my BP override the renderscale to set it at 100% at runtime before apply DLSS.
I’m really confused why we didn’t see this early because this problems is not new…
So, that’s why we have a big Frame time difference.
We will have to work harder to optimise our landscape to reduce de GPU costs. Lumen is really hard to master for containing per frame costs. We hesitate to going back to standard light Pipeline.