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Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag
Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag Now we unfortunately find ourselves having to completely disable this system because of updateinvalidatedfastclusters. setting the character to invisible or back to visible causes enormous lag spikes (12ms~ on the device i’m currently testing this on), which makes this more damaging than useful. If i am correct, “gfx.waitforrenderthreads” means your cpu is waiting for your gpu (or at least waiting for a long task on your render thread). it probably means that you are gpu bound and you should make graphics optimizations.

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag
Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag Found the code thats causing it, but don’t know what else to do. this looks like normal behavior. the xrwaitframe function synchronizes the framerate with the frame timing of the vr hardware. if the application isn’t submitting and rendering the frame in time, it will block until the next frame. Maybe this assumption be correct because most of gfx.waitforpresentongfxthread accured before starting render thread in this frame. whit this assumption even with a short gpu time in a frame we may have a big cpu time thus we have a 30 frame game. as i khow gfx.waitforpresentongfxthread wait for gpu to run some stuffs. Fixed runtime performance drops when multiple views that uses incompatible rthandle descriptors are rendered within a frame. steps to reproduce:1. open the attached user's project "reprosceneviewperf.zip"2. make sure oculus link is enabled3. enable the ocul. Observe the gfx.waitforrenderthread in the profiler climbing rapidly when the headset is inactive expected results: editor performance does not drop extremely after hdm becomes inactive using openxr due to gfx.waitforrenderthread.

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag
Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag Fixed runtime performance drops when multiple views that uses incompatible rthandle descriptors are rendered within a frame. steps to reproduce:1. open the attached user's project "reprosceneviewperf.zip"2. make sure oculus link is enabled3. enable the ocul. Observe the gfx.waitforrenderthread in the profiler climbing rapidly when the headset is inactive expected results: editor performance does not drop extremely after hdm becomes inactive using openxr due to gfx.waitforrenderthread. With this set up and using multi pass gfx.waitforrenderthread cost 20 30ms and there is no difference in entering play mode with the device or without. reproduced with: 2020.1.0a5, 2019.3.0b5, 2019.2.7f2, 2018.4.10f1. We are excited to announce that we have made substantial performance focused improvements to fastcluster and layered clothing rendering systems. this should resolve some long standing issues with player avatars causing framerate drops in your experiences. Using openxr in 2022.2 and above, enabling an additional camera that renders to a non vr rendertarget causes gfx.waitforrenderthread semaphore.waitforsignal to go from taking from less than a millisecond to taking several tens of milliseconds. The profiler says gfx.waitforrenderthread which seems a bit fishy to me since it’s waiting for 4.8ms and it usually takes the render thread 0.8ms to draw a frame, so i think there’s some issue going on here.

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag
Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag

Waitforrenderthread Updateinvalidatedfastclusters Causing Massive Lag With this set up and using multi pass gfx.waitforrenderthread cost 20 30ms and there is no difference in entering play mode with the device or without. reproduced with: 2020.1.0a5, 2019.3.0b5, 2019.2.7f2, 2018.4.10f1. We are excited to announce that we have made substantial performance focused improvements to fastcluster and layered clothing rendering systems. this should resolve some long standing issues with player avatars causing framerate drops in your experiences. Using openxr in 2022.2 and above, enabling an additional camera that renders to a non vr rendertarget causes gfx.waitforrenderthread semaphore.waitforsignal to go from taking from less than a millisecond to taking several tens of milliseconds. The profiler says gfx.waitforrenderthread which seems a bit fishy to me since it’s waiting for 4.8ms and it usually takes the render thread 0.8ms to draw a frame, so i think there’s some issue going on here.

Updateinvalidatedfastclusters Updategeometry Causing Lag Spikes In Game
Updateinvalidatedfastclusters Updategeometry Causing Lag Spikes In Game

Updateinvalidatedfastclusters Updategeometry Causing Lag Spikes In Game Using openxr in 2022.2 and above, enabling an additional camera that renders to a non vr rendertarget causes gfx.waitforrenderthread semaphore.waitforsignal to go from taking from less than a millisecond to taking several tens of milliseconds. The profiler says gfx.waitforrenderthread which seems a bit fishy to me since it’s waiting for 4.8ms and it usually takes the render thread 0.8ms to draw a frame, so i think there’s some issue going on here.

Massive Lag Issue With My Mods Makes It Unplayable R Feedthebeast
Massive Lag Issue With My Mods Makes It Unplayable R Feedthebeast

Massive Lag Issue With My Mods Makes It Unplayable R Feedthebeast

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