But why does it take so god ■■■■ long? We have a basically empty scene. A cube to stand on, 2 lights, no background, 2 quite complex widgets placed in widget components (which should only render as plane with a material on it), 2 VR Controller. Neither is there much in the scene nor are these objects complex. Still we have 3ms…6ms
In 4.19 everything was fine, even with mesh data of 3.000.000 vertices. Since update to 4.23 (we were forced to cause of HUGE memory leak when switching map), we trouble with that thing…
Edit: r.AllowOcclusionCulling=0 btw (shown by console). Though i noticed that the engine seems to have trouble reading in our config files, as something else does not work as well, but even if it has trouble, I would asume the console shows the true value.
Edit2: After more investigation:
UE 4.23
the stat appears in D3D11Query.cpp FD3D11DynamicRHI::GetQueryData as STAT_RenderQueryResultTime.
From Unreal 4.19 to 4.23 they made some changes to that file, I gues cause of the new Render Graph.
Changing r.AllowOcclusionQuery
- to 0: Causes FD3D11RenderQueryBatcher::PerFrameFlush to call uppon GetQueryData with bWait=true
- to 1: Causes FD3D11RenderQueryBatcher::PollQueryResults to call uppon GetQueryData with bWait=false
So setting it to 0 will cause waits, which is the huge time shown by STAT_RenderQueryResultTime (RenderQuery Result). Setting it to 1 will not cause the waits and RenderQuery Result will not appear. This seems to be the wrong way round?!? I’ll make a bug report and see where it goes.
