The time spent on synchronizing the game thread and renderer thread
{
SCOPE_CYCLE_COUNTER(STAT_FrameSyncTime);
// this could be perhaps moved down to get greater parallelism
// Sync game and render thread. Either total sync or allowing one frame lag.
static FFrameEndSync FrameEndSync;
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
}