In-game Slate render time is consistently very high, experiencing serious slow downs

Version 4.3

I am trying to get as much performance out as I can, but I am continuously hitting on Slate taking huge amounts of render time and I cannot figure out why. I have no hud and no menu elements other than a crosshair.

Is this normal?

In the FPS blueprint template, which has no menu or hud at all I get following:

https://dl.dropboxusercontent.com/u/2300830/fpsslateproblem1.jpg

Rendering the view appears to take just 2 ms, but slate takes 7 ms.

Things get far worse in Solus itself, when I try to run it in Oculus Rift mode. I have 55-60 FPS in stereo false (though Slate is high there too), but the moment I switch to stereo true my fps falls way back to below 20.

https://dl.dropboxusercontent.com/u/2300830/fpsslateproblem2.jpg

Here the scene rendering appears to take just 11 ms, but Slate reports 30 ms to render “something”.

All tests were done with an uncooked build (related?), using the stand alone game, in windowed mode, with no editor or other heavy programs running in the background. No stats were visible on screen other than a warning about lighting needing to be rebuild on some objects + the 2 stat logging lines + dos log window running in background.

I tried full screen also to be sure. Fullscreen does lead to a much lower Slate time usually, but sometimes it comes back for no clear reason, in particular when using the Oculus.

This picture is full screen + Oculus mode. Slate time is 44 ms, drawscene is nearly 6 ms. So Slate is way higher and appears to slow down everything.

https://dl.dropboxusercontent.com/u/2300830/fpsslateproblem3.jpg

Win 7, 32 gb ram, GTX780, Intel Quadcore 3GHZ I7 3770K.

I need to deliver the Oculus guys with a build, but I can’t get my performance over 20 to 30 fps right now (where as the normal PC game runs up to 120 FPS). The only thing I have not tried is to cook it, as that would remove the console which perhaps impacts Slate render time, but we were hoping to eventually release the game with the console.

Any solutions? I am experiencing the same situation…

Having the exact same issue on 4.9.

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screenshots of any blueprints that may be involved with this issue?

Yes, it’s easily reproduced in a clean project. You could probably just slap some
3D widgets out in the scene and run in standalone, but here is the full list of detailed steps that I’m doing.

I have a number of UMG widgets with this layout.

I then have a 3D widget attached to an actor such that the UMG widgets are rendered in the scene.

And a full scene contains 5 of these widgets and an additional 3D text widget.

Running in standalone, I profile without VR and slate isn’t even on the radar.

I profile in standalone with VR and slate is almost expensive as the entire scene:

This entire project is C++ and the code I use to create the texture that is set on the UImage* via SetBrushFromTexture() can be seen [here][6].

I have a few more questions for you. I was unable to reproduce the numbers that you are seeing on your end. I was able to see that the VR mode had a higher rendering time. However, this is to be expected because everything is being rendered twice.

Quick questions:

  1. Can you provide your dxdiag?
  2. Do you have any other widows open when the visualizer is being run?
  3. Would it be possible for you to provide the project that you are using to get these results?

I do understand the render impact of VR on performance. What is represented here that is alarming is a non-linear scaling of frametime for Slate specifically. The numbers I grabbed above are actually pretty good compared to the 30 ms that I saw back when I added my “me too” comment.

  1. Surelink text, but keep in mind that this is targeted at GearVR, so the problem statement is not “I can’t run at 75 fps” it’s that Slate is taking 3-5x more frametime in VR than it does in non-vr.
  2. The usual, visual studio, chrome, smartgit and perforce
  3. It would be difficult. You’d need an api key for the movie database and a running web instance of sickbeard on your network.

Hello ,

In my first set of questions I asked if you could reproduce this in a clean project. You said yes. Could you provide a clean project that reproduces this issue for me to take a closer look at?

I’ll revisit this after 4.10 drops, if I still see the issue I’ll do my best to make a self-contained reproduction that doesn’t require external services.

That sounds good let me know how things go and if you find out any additional information that may be helpful in narrowing down your issue please feel free to update the tread.

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Having the same issue in 4.15 gosh… I’m not even using heavy UI

Hello Outstanding,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so,could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints/widgets that may be involved with this issue?

Hello Outstanding,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,