Deferred Tick Time Causing Hitches - 4.16

I’ve been digging through the profiler to try to optimize our VR project and have run into what I can only describe as a frustrating hitch related to Deferred Tick Time:

This is while sitting in the spawn of our game with no characters on screen besides our player character pawn. The hitch persists during gameplay and causes noticeable framerate lag in our game. For reference, our project is set to use Forward Shading with MSAA set to 4x, Screen Percentage is set to 140 though when I changed it during run time it didn’t seem to have any noticeable impact on performance. I also disabled Particles, Translucency, Fog, and Skeletal Meshes when recording the stats file. We have also created a device profile that uses recommended settings for VR projects. The machine that is running the game has the following specs:

CPU: Intel Core i5-6600K @ 3.5 GHz
GPU: GeForce GTX 1070 8GB
RAM: 8GB
OS: Windows 10

Is there any way to fix this or is it an engine bug?

Yupp same problem for me and within there it goes FTicker_Tick > GenerateDataFrame > GenerateCycleGraph and im not too sure what those are referring to. If anyone has a bit of insight i’d appreciate it.

same results on 4.16, 4.2017, 4.2018

Hi, have you figured out what the problem was? Having the same spikes on ue 4.19 on android.

Encountering the same issue for an iOS build. Framerate is generally fine but the hitches (at about 2s intervals) are consistent and makes for poor experience. Unsure how to resolve this