Optimization for Execute Background Task - Question

Salih
Tue, 27 Jan 2026 03:21:47 +0000
Debugging, Optimization, & Profiling

Hi everyone,
In Unreal Insights, ExecuteBackgroundTask is taking a noticeable amount of time, and during WaitForTask it looks like background tasks are still executing. Most of the cost appears to come from texture streaming / async mip creation and some D3D12RHI allocations.

Has anyone experienced a similar situation, or have suggestions on what to investigate next?

Thanks in advance!

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