In order to test in-game performance of Cinematic Circle DOF effect, I have created a new Third Person Blueprint template project, and replaced the default camera component (which is attached to Camera Boom) with a Cine Camera component. No parameters edited, all using default values.
Depth of Field -> Method: CircleDOF
When I check the GPU performance using console command STAT Unit, I get the following results:
You will need to use more than just stat unit to figure out what is causing the performance issues. I would suggest that you look into GPU Profiling to find out what is really going on.
According to GPU Profiling results, when the Focus Method is Manual;
PrePass DDM_AllOpaque (Forced by DBuffer) is ~4timeshigher,
PostProcessing (due to DiaphragmDOF usage) **~3.5 ****times **higher.
Should I consider these changes within acceptable limits of Cinematic Circle DOF usage?
(Edit: I have tested the same project on an another PC, and got more or less similar results. Both PCs are running UE 4.21.1 on a GeForce GTX TITAN X.)
The problem is, when a new “template” project is created (which is something I frequently do for test purposes, not to corrupt my main project), default frame rate is “untamed”. Since there is no limit for the max number of frames, Unreal Editor is using whatever power it has to max it out.
When I use fixed frame rate or enable VSync, everything works as expected.