I cannot replicate this issue on my end and its specific to a handful of players. After some research, I was able to improve the FPS drop by turning off V-Sync but the FPS still wasn’t optimal.
Has anyone experiences this issue or have an idea on how I can solve this?
I think that the problem is coming from the fact that you are not multiplying your input values by the World Delta Time at all. That would explain the jittery-ness of the video, and why you can’t replicate it on your machine.
The node you are looking for would be “Get World Delta Seconds”, and then you probably want to add a “Rotation Speed” variable or something and multiply by that.
The FPS may depend on what is in your viewport… what you are rendering…
For example, in my current project scene, if I point my camera at the ground the framerate increases. If I point it at an area with a lot of transparency (causing overdraw I think) the framerate drops. You can use the console command “Stat UnitGraph” to see whether your GPU or CPU is causing the framerate drop. Whether you are GPU or CPU bound. Zak Parrish of Epic did a great introductory performance profiling video on the official Epic channel about two years ago.
Also, make sure Google Chrome and other apps aren’t running in the background… Netflix causes a heartbeat like flutter in FPS (you’ll see this if it happens by using “Stat Unitgraph”… the heartbeat pattern of interference from another app is blatantly obvious)
Thanks aNorthStar - maybe I should have clarified. This issue is limited to a handful of players and they are running high-end machines. The FPS does not drop if the mouse is stationary (on any part of the screen). It it only when the view is rotated / mouse is moved that the FPS drops.
I know this is an old thread, but recently I stumbled on the same issue and after some research I found that for some reason when moving the camera on the editor “TAA MainUpsampling” was taking five times the time it took when the camera was still, this is on an empty scene at 545p, when increasing resolution the jump was proportional.
My guess is that since my scene had nothing moving the engine was not processing the Motion Vectors required for TAA and Motion Blur? So if enable Motion Blur or other rendering features that relies on Motion Vectors the same behavior will occur?
Tested on 4.27 by the way.