Post processing using alot of frame time despite disabled? Also Filter Translucent Volume?

I have been working on a very simple looking 2D game for Android, and after loading it on my HTC One M7 I noticed a low frame rate for such a simple looking game?

After opening the console and using profilegpu I have discovered that apparently it is due to post processing, despite the fact that I have disabled the post processing in this level?

After closing and reopening the profilegpu tab it has switched what it taking up so much frame-time (can’t think of another word for it) sometimes it says postprocess, sometimes it says filter translucent volume?

Any light shed on this issue would be appreciated, as I have had sooo many problems with this project already.

Hey Oscar,

Be sure you do not have any Post Process Volume(s) in your scene by going to the ‘World Outliner’ and searching for the asset in your level(s).

World Outliner

45265-postprocessvolume.png

Also, your character/pawn has a camera that also uses post processing effects.

Paper 2D Character BP Camera

If after checking these locations you cannot resolve your issue let me know and we can try something else.

Cheers,

Thanks for replying Andrew, but I do already-not have post processing in the scene or on the player enabled, so it seems as though the engine is applying some itself?
Also, I just found the name of the other thing that ends up taking alot, which is ‘filter translucent volume’ and am confused as to what that is?
Thanks.

Thankyou, however this does not stop the post processing from taking making the ticks longer.
Also when I disable translucent lighting, the post process cost, which should be nothing, ramps up to ‘fill in’ for the lack of translucent lighting.

So instead of the tick length being 1 for the translucent + 1 for the post process, it become 0 for the translucent + 2 for the post process? Like it’s trying to make the ticks longer or something?

Thanks,
Oscar

Sure, however in this particular run, the reflection apply got boosted, despite, again, not having any reflection in my simple 2D android game with no reflection spheres or post process SSR?

Usually it is the post process that gets boosted, but it changes sometimes, as with this time.

http://i.imgur.com/VhydemA.jpg

http://i.imgur.com/YDVUi6R.jpg

Hey Oscar,

“Affect Translucent Lighting” on the light just prevents their injection, there’s still come constant cost from clearing and filtering the volume.

You can disable it with the console command ‘r.TranslucentLightingVolume 0’, or lower the resolution with ‘r.TranslucencyLightingVolumeDim 32’. These can be overridden in your game’s DefaultEngine.ini (SystemSettings section) to apply them on load."

Answer Found Here

Cheers,

1 Like

Would you mind providing a screenshot of the side by side comparison of your profile gpu with and without the Translucent Lighting Volume?

Thank you for providing me with this bit of information.

Have you set up your project for the proper targeted platform and hardware?

From looking at the overall times, your Scene render time is reduced by .03 ms after turning off the Translucent Volume Lighting. Notice also, the location of the small pink bar within your scene and how it has changed its order. That is the SSR Temporal AA.

When you select the correct platform and hardware, your default post process settings should change along with it.

Target Hardware

Default Post Processing and Mobile HDR

Check to make sure these are setting properly. Let me know if this helped resolve your issue, or if you have further questions.

Cheers,

When I created this project I set the target hardware to mobile, so that is not causing this issue.

On the subject of default post process settings I have all of them unchecked, from your images I cannot discern whether this is what you mean to be correct, or if you mean for me to check all of the post process settings?

Uncheck the settings you do not with to be calculated. Also keep in mind when you run the profile gpu command, it profiles the area in which your camera is focused. This is why you have varying outcomes between each profiling case. To increase performance as well, disable the ‘Smooth Framerate’ option, which is found in the ‘General Settings’ of your ‘Project Settings’

Yes, so I already have all unchecked and frame rate unlimited, so neither of those are causing the strange behavior of the tick length contributors.

Use this command to get your post processing to be reduced within the editor. Then run your profile gpu and see check the outcome.

‘ShowFlag.PostProcessing 0’

Ok, so when I disable post process showflag and also the translucent lighting, the reflectionapply and TXAA (despite the fact that in the settings I have set the antialias method to FXAA) take turns to boost up their tick length?

Why is this ‘accepted’?
My problem hasn’t been solved yet?

If a user visits a page and either comments or refreshes the page, AnswerHub will sometimes accept the most recent answer.

Would you show me the differences in tick length as you are describing?

I removed completely reflection for lowest setting of my game, but there’s this “Reflection Apply” 1.34ms
Is there any way to disable this?

http://i.imgur.com/RSirM5v.png

If you are using a skylight, you will be calculating reflections as that light source updates and uses the environment color to influence reflections.

I know this is very old but I was seeing this recently. The post process had a 23 ms time no matter what I did. If I used the console command to disable post processing (ShowFlag.PostProcessing 0) the time went into translucent lighting, if i disabled that the time went elsewhere.

What was happening was my framerate was being restricted by my display. In this case it was restricted to 30 fps over rdp. It seemed like the profiler didn’t know where to put the extra frame time occurring due to the hardware limiting the rendering speed. The stat gpu even showed several ms in an [unaccounted] bucket.

Once I could render higher fps it was able to render faster and the random super high post process ms no longer appeared.

I did all this in 4.26.2.

So you’ve fixed it by updating to 4.26.2 ?