The asset is using the KHR_material_transmission extension, which means we are creating a hidden RTT behind the scene to render opaque objects.
You can force compiling the materials used by this RTT this way:
You will see that when the car comes into view, there’s no new shader compilation, but it’s still stuttering.
The performance snapshot is something like this on my computer:
It’s the GPU timeline that takes a long time when there’s stuttering…
We’re not doing anything to explain why the GPU runs for 1.2 seconds continuously.
Maybe it’s the driver that doesn’t do anything until the mesh is visible?
I have to say that I don’t really understand this snapshot…