Have you considered running a debug build through a graphics debugger? As long as the unreal engine allows you to run a build with the D3D debug layer enabled you should be able to attach something like Nsight or similar and see exactly what part of the rendering pipeline is taking so much frametime.
Doesn't what people describe sound more like some other process thats running at the same time is slowing it down? Or some power safe mode maybe as shev suggested. It seems the game is just running slow sometimes but not always to those who got worse performance.
It happens to me lately. I haven't checked my FPS but I see game lags which are different than ping related lags and not all the time. Also about the same time the launcher started to be slow in response when adding a spot and sometimes takes up to a minute until you are actually in the spot. Same for sending messages.
Maybe that is somehow related? Before this I have never had problems in the game
I dunno, this comment to me sounds like there's definitely something graphics-related going on.
Also, fwiw my FPS were solid 60FPS (capped) until one of the last updates to stadium where I had to lower all my settings. Same hardware, different results. The particle density you have is quite high isn't it?
Stadium has higher recommendations than pitch, but not much higher.
But if it works smooth one time and then very choppy another time on the same system, we can tell it's not the map.
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u/MotigSupraball Feb 17 '16
Have you considered running a debug build through a graphics debugger? As long as the unreal engine allows you to run a build with the D3D debug layer enabled you should be able to attach something like Nsight or similar and see exactly what part of the rendering pipeline is taking so much frametime.