The scope itself is just a UI overlay no PIP or anything fancy.
When switching to scope cam Im disabling the character cam.
Basic settings, I have already discounted it being anything in post processing or lighting.
Trees are inside a Procedural Foliage volume
RVT on landscape
Nothing seems to affect these invisible boundries of “frame suck” :{P
Im not sure how to go deeper with this bud, It shows its adding the overhead to the shadowdepths but there are no more shadows being drawn (to that extent) from one spot 1 step away…
I originally thought it was occlusion calls because they would spike a little, so Ive turned off trees as occluders, decrement of ~2ms evenly…
There are almost like grids around the map that you get the framerate expected (im going to wrie code to place a sphere at these boundries as i walk and confirm shape)
Sense this issue makes= 0
without twitch recording in background framerate is ~100-~110 and drops to ~85-90 in the good zone and ~95-100 and drops to 40-50 in the bad
Any Ideas on whats going on here?
“Good Spot” looking directly at ground, exactly what one would expect
“Bad Spot” I get the same looking at 60 actors at lod0…
Scene Heiarchy
Relevant major settings: Lumen GI and Reflections, VSM… Everything is pretty much default only other deviations is Mesh Streaming (switched this off and on no effect) Generate mesh distance fields on.
All foliage is culled at x distances, except the nanite hardwoods (had a similar issue before with a small sparse grass with no cull distance set…fun)
I have adjusted CSM and Distant Field Shadows, the affect on ms was even across both…
What else gets added to shadowdepths that is not shadow?
and one step right
And to eliminate the possibility of it being something with my camera actor on the scope, Increased the Char Cam FOV, not spawned the scope actor.
All optimization viewmodes look as expected
Confirmed multiple “spots” on the same landscape component
FOV of 10 and 20 on a camera component lose 5-5.5ms into shadowdepths from L1 to L2
Deleted the cams that were in scene hiearchy, just in case.
Upon further testing:
Created a new level, landscape no mat on it, another FT and put in a Procedual foliage volume and populated, dropped in my character, and in 2 min found a area
1 foot forward 30ish frames back? This was actually a few more steps forward, lost track but the line is absolute
another test removing scope actor
Remomved all the trees, planted some 256 tri cones in the procedural volume, resimulated. This is the same position as the previous test… Idk… im at a loss as to what can be causing this geopositional anomoly…
This is the real kicker for me though in the bad area (which makes up majority of area on the map) just looking straight at the ground, which normally reduces nearly all the overhead for rendering (as you are not rendering anything but the ground) Takes up a good percentage of frames… note this area may be receiving a small amount of indirect lighting but no shadow.
Yet a couple steps over in a area that is receiving more indirect and a shadow??
Standalone Test
1 step right…
A more visually dense test
couple steps forward
note this invisible line runs adjacent the procedural volume grid lines here.
Set engine scaleability back up to epic, more pronounced effect as I presumed, but strangely its hitting 125fps in the good spot
The next update is going to be from a new project entirely…
Update_ Cannot replicate in another project
Set all project settings under rendering to that projects… still have the same issue.
dont tell me Im going to have to rebuild this… again
Ok well after 15-20 hrs rebuilding in a new project… similar results, looking down a cam with a low FOV sucks the frames right up… It shows in shadowdepths but even looking at unshadowed grass and zooming in instant 5-6 ms added to shadowdepth… I dont EXPLATIVE get what the EXPLATIVE problem EXPATIVE is…!!!
Zoom 10fov
FOV 5
Dropped Normals, no change.
Same results but worse, no good areas…
Its now doing the same thing in editor as well not just durning simulation
Lighting only Viewmode
In editor, lit, just looking at the sky with a 5deg camera view
System Specs: R9 , RTX 2080s, 64G ram, Win 10