Release Type: Official Release
Version: 3.0 and 3.1
Platform(s): Windows
Describe the bug
UI Rendering on systems with slower processors (previous generations, a couple years old) but still very capable graphics cards experience frame rate/update rate loss when rendering Xenko UI. Toggling the UI off on these systems and the frame rate/update rate resumes to normal (or as fast as it can when running with the profiler). These are not significant UI implementations, a simple player name and HP bar player panel above a character and a kill log scroll viewer in the lower left of the screen (no greater than 8 entries).
Render groups 1-3 bypass the forward renderer and are rendered in their own single stage renderer or a shared renderer (both have been tested). Also tested with the default compositor, same results.
I've had another developer take a look at the implementations and the logic is sound, no unnecessary UI changes or updates per tick.
A number of things have been tested:
- Font type (SDF, vs Offline Rasterized, vs Runtime Rasterized)
- Various compositor configurations with various stages.
To Reproduce
Steps to reproduce the behavior:
- Create a game
- Add UI to it, scroll viewers, etc
- Profile the game on various platforms
Expected behavior
Minimal UI shouldn't cause such a significant performance impact and limits release of the game.
Additional notes
If one of the engine developers are interested I can share out my game to them, however it includes all the binaries so will be at download.
Issue may also somehow be related to #101
Release Type: Official Release
Version: 3.0 and 3.1
Platform(s): Windows
Describe the bug
UI Rendering on systems with slower processors (previous generations, a couple years old) but still very capable graphics cards experience frame rate/update rate loss when rendering Xenko UI. Toggling the UI off on these systems and the frame rate/update rate resumes to normal (or as fast as it can when running with the profiler). These are not significant UI implementations, a simple player name and HP bar player panel above a character and a kill log scroll viewer in the lower left of the screen (no greater than 8 entries).
Render groups 1-3 bypass the forward renderer and are rendered in their own single stage renderer or a shared renderer (both have been tested). Also tested with the default compositor, same results.
I've had another developer take a look at the implementations and the logic is sound, no unnecessary UI changes or updates per tick.
A number of things have been tested:
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Minimal UI shouldn't cause such a significant performance impact and limits release of the game.
Additional notes
If one of the engine developers are interested I can share out my game to them, however it includes all the binaries so will be at download.
Issue may also somehow be related to #101