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.