The improvements in UE5 may not be a perfect fix insofar as they don't automatically remove all shader compilation stutter without any developer intervention, but they do provide tools to developers who want to remove all shader compilation stutter to effectively do so. Or at least it appears that way on the face of it.
Regarding the compilation times at start up, I really don't see an issue there. We wait for the game to download, we wait for the game to install, who cares about a few more minutes for the shaders to compile as well? If that were hidden within the download/install process no-one would be complaining.
This is commonly suggested, but the problem is that it's not a one-time thing - shaders have to be recompiled after every driver update and often after game patches. You saw people complaining constantly on the Steam forums for TLOU1 after every patch because their cache was invalidated with each one. With ~8 patches, for some people with midrange CPU's, that meant they were probably looking at several hours of texture compiling if they started up the game after every patch, looking to see if things had improved. This high CPU usage is also a mark against including it as part of the download process, downloading large games is something I do then go about using my PC - people would likely be wondering wtf if their PC's CPU suddenly spiked to 100% for 3-20 mins at the tail end of game's installation.
However, it is of course preferable to in-game stuttering, and as Naughty Dog showed, there's also plenty of room for optimization - the cache size for The Last Of Us is a fraction of its size now as compared to when it first launched, and it compiles far quicker. That and shader compiling is very multi-core friendly to boot, it's one aspect of gaming that will scale very well going with future processors, unlike potential issues with traversal stuttering.
Well even Alex there made it clear that these new tools in 5.2 are really only bandaid solutions, not a proper fix that will get rid of the problem.
Until we get perhaps get more fundamental changes to how the API handles these, perhaps like Vulkan is doing, these will have to be 'band-aid' solutions in the interim, but this misunderstands what DF's video was showing. Alex was testing specifically a feature of UE5 to handle shaders that aren't pre-compiled, it's meant to be an
additive feature, not a single bullet, but he's isolating it to demonstrate it's effectiveness when strained to the limit. Even with this used in a way that is likely not the intended method, the stuttering was
massively reduced as compared to a similar situation.
It's good to draw attention to it at this point as not a complete fix, because it isn't - that's why UE5 includes improvements to the amount of materials it can also now gather for precompilation. What it means is that there is not one single method that will get 99.5% of potential shader stutters, which is not exactly new - Horizon Zero Dawn does this as does Uncharted, performing pre-compilation with an asynchronous method is quite common. UE5 just makes the fall-off from not bothering to perform any pre-compilation less steep. The tools are just vastly improved now.
And we're still gonna have to have these long compilations on startup which is absolutely a downside.
TLOU1, and perhaps Detroit: Become Human (though it's likely a few mins on modern CPU's now) are really the outlier here though. With most games that get a shader pre-compilation step added, it's usually occurring during the opening loading screen.
I think a couple of you are getting very defensive, but it's ok to admit PC isn't the 'perfect' platform. I still love it, but it seems foolish to ignore when there are actual downsides.
You're getting pushback for deciding this video, showing significant improvement, is now the canary in the coalmine for the platform wrt shader issues, when really it's the opposite. UE4 and the rise of DX12 was the worst-case scenario, an API suddenly pushing the responsibility of shader compiling wholly on the developer, and an engine that produces massive amounts of material shaders with an opaque - and flawed - method to capture them beforehand. Combine those with the constrained development environment in the covid era and you get the disaster that some releases exhibited on this front. This video is proof that focus on this issue, by developers, DF, gamers and other outlets, is having tangible results.
It's not perfect as it shows, I don't know if anything will ever be when you have JIT compilation as a necessary step, but it's odd to get the reaction the platform is fundamentally flawed in this one aspect when we're now seeing more attention and shipping approaches to actually solving this than ever before. I see some concerning things revealed in that video, but frankly shader compiling seems to be the least of them.