Hey Markus,
Thank you for pointing me in the right direction! I had looked through the quick start guide a few times but I had missed this here:
Due to how UnrealEngine handles framerate limiting, there may be issues where the framerate gets stuck at the minimum framerate and doesn’t recover. The console variable t.Streamline.Reflex.HandleMaxTickRate can be set to False to let the engine limit the max tick rate instead of Streamline Reflex, which may help these situations. The engine is unaware of DLSS frame generation, so the actual graphics framerate may be effectively double what the engine’s max FPS is set to when this cvar is False.
This seems to have solved my issue, though I’m not 100% sure if this will cause any problems with Frame Generation. Let me know if there’s any potential issues with enabling this at all times.
I think this would also be good as an enable / disable check box in the plugin settings. The quick start guide seems to imply it’s a known issue, so a solution that’s not deep in documentation could be helpful for others who experience this problem out of the box.
Thank you!