constant lag spikes when navigating scene...
I get constant lag spikes. during these lag spikes i get often.. its the game ms, draw ms and gpu ms that all spike at the same time ... same huge spike for them all.. and game ms is normally down since nothing is really going on in the scene.
Im talkn a spike from 3 ms to 40... some times 60 ms. Its only a moment.. just a spike as i float around my scene... turn the cmaera.. stuff like that. But it makes everything unplayable.. does not happen on my 4 ghz i7 with gtx 980, but happens on a 3.5ghz i7 with gtx 590.
The reason for the lag is a hardware issue between the two graphics cards. Draw calls can influence your CPU/GPU in more ways than just the draw calls. For instance, if you had 400 trees in your scene and they were all 250 triangles, this would be less intense on your computer than 400 trees that are 1000 triangles. These of course being individual mesh's that are their own draw call as opposed to foliage.You said the geometry isn't intensive. Not intensive as in 500 tris and below or 25,000 and below?
If you are using HLOD's there is a known issue with the LOD's popping in all at once. So say you have a bunch of foliage. And then you add the HLOD system to handle the different clusters. Instead of a gradual LOD transition of your LOD's, based on culling, a number of LOD's all pop in at once when changing your FOV. This could be causing the issue where you walk every five feet and then your LOD's transition. This causing those draw calls to be called with the rest of your calculations when running UE4.
Yes, the GTX 580/590 is reasonably adequate. It will run modern games ok. However, the difference between developing a game and running a game is one is packaged. All of the development is over. Everything has been optimized to run within certain specs that is specified by the company to run their product. All of the functions, tools, calculations, that are associated with the development software are not present and the functionality of the game is all that is running on your machine.
The fact that you are able to work fine on a higher end machine is indicative that there is an issue from one machine to the next. You said "heaven forbid i attempt to use that in unreal engine 4," enforces this theory further. If you have a machine that is able to develop I would recommend using that machine for your development.
This directly correlates to the issue you previously posted : https://answers.unrealengine.com/questions/308110/profilegpu-not-accurate.html
Andrew Hurley has already given multiple links to our documentation regarding optimization and how to profile your GPU within your project. I can open the Blueprints map from learning and it doesn't dip below 80 or 90 fps on this setup.
OS Windows 7 Professional
Intel(R) Xeon(R) CPU ES-2620 0 @ 2.00 GHz 2.00GHz
GeForce GTX 770 Version 347.09
Since you have already posted on this issue before, and I have looked through the thread, without a project I cannot begin to test whether the issue is project or card based. Based on all of this information I believe the issue lies either within your card or possibly your project.
answered Oct 23 '15 at 02:19 PM
From your comparison and what you describe I believe this is a graphics card issue. In comparison between the 590 and the 980 the 980 has almost double the Engine and Memory Specs.
answered Oct 22 '15 at 09:37 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here