Multiple render targets and waiting for draw calls to finish in said render targets causes synchronization between the N amount of visible menus and the current frames to be displayed on headset.
UMG might be rendering several quads to the smaller render target with advanced components (eg. text, gradients, etc.)
Solution would be to use another system or redesign the menus to use more framerate-friendly solutions. (Eg. physical controller used in video sphere, uses regular graphics pipeline, does not use its own render target)
TL;DR: Don't use so many render targets, UMG uses too many render targets
Framerate in VR drops from 90 to ~45
Multiple render targets and waiting for draw calls to finish in said render targets causes synchronization between the N amount of visible menus and the current frames to be displayed on headset. UMG might be rendering several quads to the smaller render target with advanced components (eg. text, gradients, etc.) Solution would be to use another system or redesign the menus to use more framerate-friendly solutions. (Eg. physical controller used in video sphere, uses regular graphics pipeline, does not use its own render target)
TL;DR: Don't use so many render targets, UMG uses too many render targets