Eventually we were able to get this problem to happen on a development build and found out that it was PostInitViews FlushDel with RenderQueryResult being the lowest level the profiler show.
This is the only place I can even see someone having the same problem:
Greetings,
I have a fairly large open world level that I am trying to optimize. By using “stat unit” I can see that the scene is currently draw thread bound. Using “stat initviews” has shown me that “PostInitViews FlushDel” is taking a whopping 11 ms–totally unacceptable!
Here is a screen shot:
[338906-postinitviews-flushdel.jpg]
I have been unable to find any documentation or discussion about what “PostInitViews FlushDel” is. My foliage does appear to be the culprit because when I hide all…
Will update as we figure out the solution (hopefully).