Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...
The licensee noticed that in Development builds, the Render thread times are suspiciously similar to GPU times, and the same thing happens when enabling FORCE_USE_STATS in Test configuration. The is ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...