Reproduction Steps
At some point Viewports lower in frame rate seemingly on purpose even when the experience fps is optimal.
It seems to occur consistently when in a place with a high-part count.
High script performance/rate does not cause this issue.
System Information:
Intel(R) Pentium(R) CPU G4600 @ 3.60GHz, 8 GB, NVIDIA GeForce GTX 1050 Ti
Expected Behavior
Within the game currently (Proper to Highlight Instances coming out) We use overlaid ViewportFrames to display items/buildings with certain properties.
Previously, this proved fine and even in intense moments, Viewports did not stutter and remained steady at any graphical setting.
Actual Behavior
As of recently, Viewports now stutter and update at a significantly lower framerate, this effect is much more notable at lower graphical settings, completely breaking the effect and other effects outside of this (ex: Displaying items elsewhere).
Regardless of where the camera is positioned, this effect occurs (even in a location void of any visible instance)
On low graphics, the frame rate of viewports appear to be extremely low:
On high graphics, still occurs but at a slightly higher rate:
Workaround
One workaround would be for us to use a different method altogether to achieve this effect if this is intended behavior. Though it is very limiting that this is a uncontrollable property.
Issue Area: Engine
Issue Type: Display
Impact: High
Frequency: Constantly