Performance Issues with Dual Scene Rendering in Unreal Engine 5 Using Stereolabs ZED 2 Camera

Hi everyone,

I’m working on an Unreal Engine 5 project using the Stereolabs ZED 2 camera for body tracking. I’m experiencing performance issues, and from the GPU Visualizer (screenshot attached), it looks like there might be an extra scene being rendered, which seems to double the load. Specifically, there’s a “SceneCapture ZEDCamera_0” event, which takes a significant amount of processing time, and it appears as if two scenes are being rendered simultaneously.

Does anyone know how I might optimize this setup or reduce the workload of the ZED camera’s scene capture? Any tips to improve performance would be greatly appreciated!

Thanks in advance!

Hi,

Good catch. I quickly took a look at the code and it seems we create a scenecapture component that is no longer used.

I need to double check and make sure that’s the case and update the plugin accordingly.

Thanks for the report.

Best regards,

Hi,

Sorry for keeping you waiting.

I made a branch (for UE5.4) where I removed the unused camera.

I tested it on my side but feel free to try it out.

Thanks again for the report and have a great day.

Stereolabs Support

Hi,

Thank you for the effort and the recent update to remove the unused camera in the UE5.4 branch. I’ve tested the project, and while it’s true that the RenderScene is no longer rendering anything visible, I noticed that there’s still a FRDGBuilder::Execute event, which includes a Scene, and it seems to be updating unnecessarily.

I appreciate all the work done so far, but it seems there’s still an extra scene being processed that doesn’t appear to contribute to the final output.

Let me know if I can provide more details or help test further.

Thanks again for your support!

Best regards,

That’s strange, I don’t see it when I open the GPU visualizer on my side.
What level are you using?

It happens in the level L_BodyTrackingSingle on my side.

I see this on my side.