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UI Rendering Slowness (Sync Point?) #455

Description

@herocrab

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:

  1. Create a game
  2. Add UI to it, scroll viewers, etc
  3. 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

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