Hey all!
I am trying to figure out why my performance isnt optimal in my scene.
I attached a screenshot from Unreal Insights, which seems to point me towards this ‘TaskWorkerIsLookingForWork’, which takes up most of this foreground task. This task seems to cause the large FDeferredShadingSceneRenderer_Render time (or am I wrong in assuming this?).
I have a large scene with a bunch of tilesets (around 50 actors) consisting of HLOD instances. When I look at the vista I get around 12ms, when I turn around and look at a wall I get around 4ms.
All my HLOD assets are very low poly, have LODs set up, and around 100k instances in the scene.
I do not use lumen or nanite.
Any help or pointers in the right direction here? I am really stumped and have trouble to discern whats wrong here.
Many thanks!