Shipping Build Performance Lower than Test and Development Configs

Another update in the journey. I went through EVERY showflag in development builds and tried them out. There are a few interesting things of note.

  1. showflag.translucency 0 moves the FPS drag from PostInitViews FlushDel to GPU Basepass. Still very similar FPS just getting tracked under something different.
  2. showflag.PostProcessing 0 does improve framerate significantly, but does not get rid of the problem in number 1.
  3. showflag.StaticMeshes 0 completely fixes the FPS. The strange thing is that on other hardware this doesn’t significantly increase the FPS. This further leads me to believe that the issue lies in some kind of bad compile for the textures.
  4. An old similar problem we had in this game has resurfaced. Tiny black dot flicker on the screen for just a single frame. See attached video for issue. It flickers so I can never seem to get a screenshot of it.
  5. When showflag.translucency 0 is set. The new rend bottleneck with a profile is SlateDrawWindowsCommand->EndDrawingViewport_Dispatch->Present Time