Performance issues with occlusion culling

Hello all,

I’m having a little performance issue with an scene in a project. I think I have ruled out some factors by toggling them while running the scene but there was almost no change in fps, and then I ruled the profiling tool, and while reviewing it I found that something called “Occlusion Cull” was taking a lot of time. Here is a session frontend capture showing the issue:

Does anyone know what could be causing this, or maybe some suggestions on where to look for causes?

Something called SlateDrawWindowsCommand is causing slowdowns as well, perhaps they are related? The time between these two events combined accounts for about 80% of the total frame time.

Thanks!

What GPU are you using? I have same problem on GTX 750 family.

I have same problem on Intel HD 4600 family, only here SlateDrawWindowsCommand takes whopping 70ms.
Even on empty scene. I’m developing an app for industry-pcs, therefor he low graphic specs.