I think this is due to depth of field not being optimized for ATI.
Two points:
- The time taken for Depth-of-Field is constant, so not dependant on where in a level you are.
- The Depth-of-Field implementation is quite optimised, being interleaved with Glare and outline-rendering. If we were to allow disabling depth-of-field, we would have to split this up, ending up with worse performance when running with everything on.
We appreciate your input on what might be causing the issues you are seeing, but the depth-of-field unfortunately is not the cause.
Thanks!
