World Partition streaming performance

HI Martin,

I have integrated the changelists that were relevant, including the “add to world” changes since there was code to make cleanup of physics state async.

With everything integrated I can say that streaming is better, but there are still a couple key issues that remain for us:

This background task creating a mip seems to stall the RHI which stalls the render thread, which stalls the game thread. This seems to happen quite frequently. Soemtimes the stall is just on TryAllocateInternal, not necessarily CreateNewPool. The fact that we are blocking on these background/async tasks does not seem desired:

[Image Removed]This hitch still occurs despite effectively disabling cvar that should forces the creation of the acceleration structure to block. Is there some other path that this can be blocked?

[Image Removed]Looks like p.Chaos.Simulation.Enable=0 gets rid of most of this, of course that means destruction effects don’t work but 99% of our use case is query only (CMC, traces, overlap queries etc)