Very new to UE here (but not to rendering in general) and I’ve run into a problem where rendering is getting CPU bound in a really bad way. I would expect the engine to be more than capable of handling my scene with no issues, but I’m getting ~10 fps on a i7-7700K/1080ti/64GB RAM. I’m working on this project with someone else who has a less powerful computer which handles the scene fine, so I’m thinking there’s something wrong with my local configuration but I have no idea what.
Key point as well: this seems very obviously CPU bound. I’m seeing a CPU core maxed but the GPU is less than 10% utilised. The problem only appears when I’m rendering a ‘large’ number of objects, as if I turn the camera so that a smaller portion of the scene is rendered we go back up to 120 fps. As can be seen from the statistics page, I’ve got meshes with a pretty small polygon count and only 2000 ish of them, so I don’t think I should be running into problems with the tri count. However, looking at the number of DrawPrimitive calls, we’re up at 12,500 for only 2000 objects, with only a dozen unique meshes. Surely this is wrong? Wouldn’t indexed draws be used for this? This is my best hunch for what is causing the CPU bottlenecking, but I’m clutching at straws here. Any help/pointers appreciated.