What is Present Time in D3D11RHI?

The level we’re currently working on seems to be taking a massive preference in rendering speed. I think the issue is in D3D11RHI stats under the Present Time category where the inclusive average time is running at 110ms. This seems to be the offending culprit in my frame rate lag, Can anybody tell me what is this “Present Time” stat? Is it important to my frame rate?

‘Present’ time basically means you are GPU-bound. The GPU is taking a very long time to process the previous frame, and so the D3D driver is forcing the rendering thread to wait until the GPU catches up before the rendering thread can issue any more commands. Do a ‘profilegpu’ and have a look at where your GPU costs are.

Great, thanks .

I was able to locate the problem being Scene Capture 2D actors by doing this. We were just testing level streaming so we copied the same level 7 times to see how it would stream in, and copying that actor drove down performance. Raised it from 10fps to about 70 just by deleting them.

Thanks again.

Thanks for the explanation.
I found my Present Time is also 140ms. But there is no scene capture 2d in my project.
do you have any ideas? Thanks a lot.

photo 1: " stat unit " timing
photo 2: " stat gpu" timing
the gpu time from these two is different.
when i use “stat startfile” and “stat stopfile” to open the profile data and found out the cost is at the present time.

my pc setup is i7 without gpu.

Having this came issue in UE5 migrated project.