With the increasing emphasis in UE5 on DX12 and Vulkan, we're focusing attention on solving the problem of runtime hitches caused by Pipeline State Object creation, which is inherent to those RHIs. The previous solution required a PSO pre-caching process, which could be burdensome for large projects, and still leave gaps in the cache leading to hitches.
Automated PSO Gathering replaces the manual work required to collect all possible PSO combinations for a project, while at the same time keeping the number of PSOs as small as possible.
@Dictator
@Flappy Pannus Did we do it? Can it be?
Hopes are up just a little higher than they were before. lol
It should make it easier for developers to be able to precompile all PSOs that the game creates.So what does this mean for the end user?
Are we saying that this will make it easier for devs to implement a pre-caching step in UE5 games moving forwards?
So it's still dev choice whether to do that or not and we still have to wait for it to complete? Or is this something more radical?
Currently on hold given all the game launches/graphics launches this october.@Dictator Any ETA on the shader compilation DF video, or has it been put on hold to focus on other things?
Figured as much. Lots of new tech releasing the last quarter of this year, as well as many games which warrant videos, and you have to give them priority. Completely understandable. Not to mention the time it will take to create/adopt new testing methodologies and figure out the best way to present that information to the viewers. Very time consuming I'm sure.Currently on hold given all the game launches/graphics launches this october.
I'm assuming that since it's not an issue on consoles, it wasn't a high priority, and that you get away with more janky behaviors on PC. It just wasn't worth the time (and thus a lot of money) for them until the last year or two where it was highlighted as more of an issue by more and bigger influencing sources.I'm just left wondering why improving this workflow was never a focus for Epic until people started bitching about PSO comp stutter...
I'm assuming that since it's not an issue on consoles, it wasn't a high priority, and that you get away with more janky behaviors on PC.
I'm assuming that since it's not an issue on consoles, it wasn't a high priority, and that you get away with more janky behaviors on PC. It just wasn't worth the time (and thus a lot of money) for them until the last year or two where it was highlighted as more of an issue by more and bigger influencing sources.
I mean, on PC they literally just have to require the user to do it upon first launch (and driver updates)..I believe you need to do this for every kind of hardware / gpu , yes ? If so, on console, you do it one time and it's done. On PC... Good luck.
We simply need developers to start thinking in this way and making it standard. That... and for the love of god do a better job of capturing your PSO data so it actually can be done.... Do right by your players for crying out loud. The PC platform deserves better.
Yea, Epic getting UE shader compilation in order will help a large swath of games right there. But there's plenty of work to be done yet.To be fair, things seem to latch on to Epic at the least, their mentioning the problem and a possible solution. Their aware. Nixxes is aware and has a workaround (litterally). It will probably be a while, however things are starting to move, albeit seemingly slowly. Thing is, if one studio is solving the issue then the other (big ones in special) look abit dumb so they have to act at the very least.
The main issue is that no one really cares as someone else stated in another topic. Had these things gotten more attention this shader compilation issue wouldnt have lasted this long. its good that DF is willing to take on the subject in a dedicated video. However even there other things are prioritized.
I mean, on PC they literally just have to require the user to do it upon first launch (and driver updates)..
PC gamers don't like waiting? ....too god damn bad. You wait for a game to come out... you wait for a game to download, you wait for prerequisites to install, you wait for drivers to install and update.... you can wait 5-10 minutes for a shader/PSO complilation process to happen to ensure that the game performs as it should...
We need to get over this BS... Games back in the day required long installations It's time the developers start putting the ACTUAL game experience first... Faster CPUs and other methods can and will decrease the amount of time these processes take as they get faster. They can be hidden behind smarter design... like compiling as soon as the game starts and while in the menus while you're setting up your configurations.
Hell... THEY COULD JUST MAKE IT AN OPTION... that way BOTH sides are happy....
My dream... is that EVERY DEVELOPER implements a "Pre-compile shaders" button in their settings menu... and for those of us who have no issue waiting.. we can simply do it. Meanwhile the others who don't and NEED to play the game the second it's opened... can just start the game and be oblivious and happy.
We simply need developers to start thinking in this way and making it standard. That... and for the love of god do a better job of capturing your PSO data so it actually can be done.... Do right by your players for crying out loud. The PC platform deserves better.