Slate UI cost (GPU Visualizer)

Hi,
why SlateUI costs so much ms?
Look at screenshot:

It is possible to minimize this?

Hey kodmistrz -

The SlateUI is the UI for all of the editor and if you are pulling information from the GPU Visualizaer while PIE or Playing in a New Editor Window then you are also getting the GPU process for the actual Editor UI as well.

Thank You

Eric Ketchum

Maybe that’s true in some cases, but could that not always be the case? According to the GPU profiler, I’m getting 5-7 ms taken up by SlateUI even when I run my game without the editor open at all (by right-clicking on the project file and selecting “Launch game”).

But I only get that much SlateUI time if I’m running in stereo mode (Rift). If I turn stereo mode off (“stereo off”) my SlateUI time goes down to like 0.05 ms. Is something in stereo mode using Slate too?

Yeah, we are having the same problem with the SlateUI on Oculus Rift. It goes crazy with ms (almost the same as rest). Of course we are playing outside the editor.

Hello clt2488,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?
  4. How many widgets do you have that are utilizing transparency?

Sorry, I moved on from this project a while ago and don’t have time to collect more info. I think I had a handful of widgets with transparency, but I don’t remember for sure.

Hello clt2488,

That was my mistake, I meant to direct those questions at Illusionray. However, thank you for your response.

Hello Illusionray,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?
  4. How many widgets do you have that are utilizing transparency?

Did you manage to fix the issue? I’m experiencing the same problem.

FRAME Leaf Events / SlateUI cost too much performace, it bother me for months, here is the solution:

there may have two possible evil cause this problem, one is the Geforce Experience’s auto replay record, turn it off or just uninstall the Geforce Experience. The second may be the G-Sync, in the Nvidia Control Panel, make the G-Sync only run on fullscreen mode, or just turn off G-Sync. (should restart your unreal editor to see the result)

if your GPU is AMD Radeon, check the Radeon Overlay, or the FreeSync, maybe is the same problem.

Have you ever tried the below command?

Slate.EnableGlobalInvalidation 1

From 10 ms slate frame time I reached less than 1 ms!

This will redraw UMG widgest just when they are changed. Do not use any bindings because they will not work with global invalidation.

Another alternative to enable global invalidation is through cpp code:
FSlateApplication::Get().ToggleGlobalInvalidation(true);