# The is solved by changing to a newer video card. Detailes in .
Okay, I’m pretty disappointed of what’s happening.
Guys from Simul always ask you to go to their Slack channel where you can get feedback faster but apparently they’re just trying to remove all the discussion about their issues from the public place. Because in Slack you can ask question and wait years until they decide to descend to you. In fairness, @James_Simul is the only guy there who is trying to help, he’s very patient and I’m greatful to him. But even in case of him it takes several times to draw attention to your problem. If has not enough time for maybe you guys do something with it? Hire some more dudes? Ask your existing employees to help people with thier issues? What’s your problem? It looks like you guys’re ingoring everyone on purpuse. Like you don’t really care. Don’t you?
Basically, I was using 4.18 with and everything seemed to work fine. Now I updated to 4.21 (also I tried 4.22) and I’m getting massive performance hit by the ::PostOpaque function. And I’m not the first unique person in the world who encoundered (see below).
Steps to reproduce.
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open blank project in 4.21 or 4.22 (with the latest version installed - 3 October)
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initialize using editor menu
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click ‘render water’ on the sequence actor
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add water actor, make it boundless (at step I’m getting 50 fps)
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press F11 to go to full-screen mode (now fps drops to 6 fps)
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press F11 to go out of the full screen (from I get 8-10 fps forever no matter what I do)
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type ‘profile gpu’ in console to catch one frame and see what takes so much time
is the screenshot.
No you can toggle ‘render’ on and off on the sequencer, water, the gets back as soon as it starts rendering. Removing water actor doesn’t make any changes. Removing TrueSkyLight and postprocess doesn’t affect . Even removing the sequencer actor makes no difference because the actual sky keeps rendering!exact problem was mentioned twice in thread:
Three months have passed, where have you been? Hello? How about explaining what ::PostOpaque does, why is it killing performance, and eventually fixing that?
Alright, now you gonna ask me: dude, what GPU have you got? Maybe it’s ancient and it just can not handle our super-duper stuff? Yes, it is super-duper ancient, it’s GTX 670 with 2GB VRAM (DX 11). But what’s the difference? It can render half screen on 50 fps and can only render 6 fps at fullscreen? And only 10 fps at half screen when you go out of full screen? And what about those two dudes who got the same problem? Do they have the same GPU? I doubt it.
You guys apparently have some kind of a bug out there. I would be extremely happy if you started to take attention to posts in thread and messages on the Slack channel. Otherwise I’m gonna quit using your software and every day I’m getting closer to decision. I spent 5 days trying to fix the problem or at least to get to the bottom of it, I wasted a lot of time but I got no result at all.
[USER=“15495”] [/USER] @michael_simul @Wayne_simul
Sorry for the overly emotional post, I’m just annoyed by your indifferent attitude and by lack of any results.
UPD: The is not happening when you go to full screen first and then add water (getting around 40-50 fps). But fps drops again if you resize the window (go out of the full screen and then go back to the full screen)
UPD2: I got feedback on the in Slack. They admitted that there is a performance problem with ‘::PostOpaque’ and they’re working on fixing it. Timing is not known.
UPD3: The is solved by changing to a newer video card. Detailes in .