Hi everyone. I am having some issues with an FPS drop and have tried everything to try to fix it. Up until late last night my game was running around 90-120 FPS in standalone with low ms time on all stat Unit threads. Similar performance for play in editor, something like 80-110 FPS.
Now the problem started due to a problem with my Windows 10 computer that causes it to hibernate suddenly at random intervals, though I have a suspicion it has to do with higher than average GPU utilization. The screen goes dark, the computer continues to run for a minute or two, then it is off to sleep. When I turned it back on the FPS was very low, which is to be expected as it had just been sleeping. However, it should have jumped back to the 90-120 FPS when restarting the standalone game, but instead remains at around 25-40 FPS in Editor mode, PIE and standalone.
Stat unit is showing that the bottleneck is with the Game Thread. It is running at 25-40ms even when the game is not running. Previously it was at around 10ms. No Blueprints should be affecting it in editor mode so I don’t understand what could be the issue. To my understanding, the “Input” stat in stat Unit is an input latency, right? That is also higher than normal at 80-100 ms when it was 30-60 ms range prior.
Since the issue started, I have updated my graphics driver, restarted the computer a few times, uninstalled GeForce Experience (as that has been cited to cause performance issues sometimes) and run a few Unreal Insights Profiling tests.
Profiling seems to indicate that the issue is in fact with the Render Thread, particularly in the DeferredShadingSceneRenderer which is taking about 5x as long as it was before the slowdown. I have Lumen disabled, hardware ray tracing off and forward rendering on. So with Forward rendering on, I think it is strange that there is still deferred shading even going on, but I am not particularly adept with my understanding of the graphics pipeline. What could be causing the spike in time to complete?
I have a RTX 2080 Super graphics card, 64GB RAM and am running the game in Unreal 5.5.1.
If you need any other info to help troubleshoot just let me know.
Edit: I have tried opening a new empty level and I still get the game thread running at 30ms and despite the rendering bottleneck mentioned above, in my main level, the Draw thread often hits 0ms for some reason.