and see if there are any mysterious stutters that send you on a witchhunt rage whenever a developer ships a unity game -- be my guest.
I asked for a single example of a game that has this to back up your own claim that this happens all the time in Unity. You couldn't provide
one, so now I'm on a 'witchhunt rage'.
When Sub Nautica was mentioned earlier, I started installing it. Just played 5 minutes of it, obviously a clean shader cache as the last time I played it was years ago on a different system. I think in 5 minutes of performing a suite of actions, jumping into the water, exploring environments - I saw one, maybe two frame spikes in Rivatuner - and that's only how I would notice them, as they were so brief. I would not classify that game as having 'shader stutter' due to those ridiculously minute spikes, and I doubt Digital Foundry or anyone else would either. To me, that was a 'locked' 60fps experience.
There is a (well, literal)
gulf between that, and something like pre-patch Sackboy and Psychonauts 2 where entering a new room or performing an action causes a several-frame stutter countless times in the first 10 minutes. I, too, am not interested in looking at these games through a profiler either - I'm far more interested in whether their potential compilation issues actually are visible to the player to any significant degree.
You said it was "equally common" on Unity
games. That doesn't mean "Unity requires shader precompiles that won't get everything", because no shit. It doesn't mean that Unity requires
some consideration from developers on how to ease this issue from affecting games, because again - no shit. It doesn't mean some hypothetical Unity game that could exhibit this is might have it, if only it was complex enough.
What saying "This is equally common on Unity games" means is that games made with Unity - that actually exist, now, in this reality - demonstrate shader stutter
just as much as Unreal Engine 4 games. Yet, you can't provide a single example.
We're identifying specific games, made with a specific engine that has this
documented problem to a unique degree as well btw, it's literally the opposite of a 'witchhunt' ffs.
Or, you make or get a job on a reasonably complex game in unity, built it, see how many shader variants are generated, profile it for shader compilation stalls, and take a crack at getting robust and accurate shader variant collections you can pre-compile and avoid any stutters with.
Like has been expressed time and time again, which I think you know, no one is expecting 100% coverage. We want there to be an
attempt to mitigate the problem. You just keep moving the goalposts, you are wed to this framing of PC users as entitled brats because they don't want the opening 10 minutes of the game to have massive frame rate drops with every new action and just keep diverting the argument when the actual issues and potential
methods to reduce the incidents of this are discussed. You've got your framing and facts be damned, you're sticking to it.
The goal is not have major titles act like running Switch games through early dev versions of Yuzu, not completely unwavering 300fps+ of Doom Eternal. It's not, as you said earlier, that we 'just started noticing' the very concept of shader stutters now and randomly decided to start piling on poor smol indie devs for the hell of it. They're being talked about now because the actual source of the issue has been given attention by a major media outlet, but also because with certain games, usually by a certain engine, the nature of them is incredibly
egregious in frequency and and the degree of frametime interruption.
Or, you make or get a job on a reasonably complex game in unity, built it, see how many shader variants are generated, profile it for shader compilation stalls, and take a crack at getting robust and accurate shader variant collections you can pre-compile and avoid any stutters with.
Why? The Unity game devs themselves seem to actually be doing a good job of it. I completely agree I could fuck up a Unity game, really no argument here!
Of course, your argument wasn't that Unity devs have to consider this the same way as UE4 devs do (which backs up my point regardless, as this requires work that both engines have tools to help with and Unity devs in particular seem to have been using). It was that this problem is
inherent to popular mainstream engines, and as such it manifests all the time in Unity games too...yet they actually don't exhibit these to anywhere the same degree, at least with any examples you can point to.
Oh ok, so you can't name one - but uh, that's only because I haven't played them all 100% and taken a frametime graph of the entire game, and even so it's extra work to avoid them! This is pretty pathetic my dude.