You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Only the additional RHI thread fences are inserted by FFrameEndSync::Sync. - Since we are still fencing the game and render threads to be no more than 1 frame apart, the original FPendingCleanupObjects mechanism should still work. Original CL desc: Fix frame sync issues - The engine still uses legacy syncing behaviour where the game thread syncs with the render thread. Renderer refactors have removed most of the RHI thread flushes that happened per frame, which were the only thing synchronizing the game/render threads with the RHI thread. Without these flushes, and when occlusion queries are disabled, the game thread can run ahead of the RHI thread by several hundred frames, since it is now entirely unsynchronized. - This fix changes mode 0 of "r.GTSyncType" to sync with the N-2 RHI thread frame when the RHI thread is active, rather than the N-1 render thread frame. The game thread is now always synchronized with the RHI thread to prevent it running ahead. - Mode 1 of "r.GTSyncType" now works even when vsync is disabled, and syncs the game thread with the N-1 RHI thread frame (same behaviour as before). #jira UE-223692 #rb zach.bethel [CL 36762632 by luke thatcher in 5.5 branch]