I’ve posted this in Using UE4, but it hasn’t gotten any attention there, so I decided to x-post here.
I’m working to optimize my game for HTC Vive, and I’m getting 4-6ms of Slate usage whenever I’m in VR (ocassionally it will be ~0.45ms for an entire play session but this is rare and inconsistent). It seems to occur even in a fresh blank project, and be related to VR. I’m working with the HTC Vive. In standalone the GPU Profiler shows 0.0 ms in Slate when outside of VR. As soon as I hit alt+enter and go into stereo I end up with 4-6ms of SlateUI in the profiler.
I can understand that there might be some if slate is being used as an overlay mask in the engine for whatever reason, but it doesn’t make sense that it would use up 4-6ms.
Here’s the original thread: Slate Performance Issues Without Slate - XR Development - Unreal Engine Forums