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    LocalShaderCache-PC-D3D-SM3.upk

    I regularly get pop-up warnings in the editor saying "LocalShaderCache-PC-D3D-SM3.upk is 380mb in size. This exceeds the recommended package size...".

    This package has been slowly growing over the years.

    Does anyone know what exactly it is and if it will regenerate itself if I delete it?

    Thanks

    #2
    I've never tried deleting it, but I have noticed that package myself a few times.

    When I copy files into my Steam image, I only copy the most recent changed files. This file is always among them, even though the size has stayed the same for me for quite some time. I therefore often leave it out of updates, and I haven't noticed any problems.

    If you wanted to experiment, you could always move the file, start the game, and see what happens.

    P.S.: I just now realized that if that's a upk file, you should be able to see it in the editor, right?
    Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

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      #3
      it's... the shader cache
      meaning it's the precomputed result of all your shaders so that the end users doesn't have to wait 1 hour for shaders to compile upon starting the game

      if I remember correctly you can delete it and then next time you start the editor it will have to recompile all the shaders again. or maybe that kills everything, so instead of deleting it just replace it with the default one from a clean UDK installation.
      why do that though? well it *might* result in a smaller shadercache file, because if I remember correctly, the shader cache isn't always properly cleaned of shaders that are no longer there
      Follow me on Twitter!
      Developer of Elium - Prison Escape
      Local Image-Based Lighting for UE4

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        #4
        Just a public service announcement to run the fixupredirects commandlet every time you move or delete something. http://api.unrealengine.com/udk/Thre...ommandlet.html
        Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

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          #5
          I don't think fixupredirects cleans the shadercache, and also when cooking packages they will have correct/cleaned references without redirectors
          but yeah for development it's good to keep things tidy running a fixupredirects every so often
          Follow me on Twitter!
          Developer of Elium - Prison Escape
          Local Image-Based Lighting for UE4

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            #6
            Thanks for the info guys. Seems a little odd that my shader cache would have grown beyond the recommended size. My game packages down into just over a gig (which is pretty tiny). I wonder how other huge games managed this.

            Also, I was recently doing some material testing on a test landscape map. I made some changes and compiled the material. After doing this the cache size increased by 10mb. I undid the change and the cache remained the same size. So it seems this is slowly compounding over time. Just a little concerned for the future.

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              #7
              it is probably as I said then

              just delete it or replace it with the stock UDK one, launch the editor and take a coffee. compare sizes, see if there's profit
              Follow me on Twitter!
              Developer of Elium - Prison Escape
              Local Image-Based Lighting for UE4

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                #8
                you can alter the package size in a config file i think make it bigger

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                  #9
                  RoyceVagner Do you happen to know where in the config files this would be located? I always assumed this was something hard coded into the compiled UDK binary.

                  Edit: I think i've found it in DefaultEngine.ini:
                  Code:
                  [Core.System]
                  PackageSizeSoftLimit=300

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                    #10
                    RoyceVagner I seems you have some understanding of UDK, I was wondering if you might have some insight into this issue:

                    https://forums.unrealengine.com/lega...le-cooking-map

                    Basically the cookpackages commandlet crashes when cooking a large map (in my case over 400mb) in Frontend.

                    I get around this, by first doing a "clean and full cook" on a smaller map, then adding the larger map and doing just a "cook". However this workaround is a bit worrying as my game continues to grow in size. This workaround also doesn't work for me on the full licenced UE3, which is preventing me moving from UDK to UE3.

                    Any ideas are welcome.

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                      #11
                      Originally posted by Coldscooter View Post
                      I regularly get pop-up warnings in the editor saying "LocalShaderCache-PC-D3D-SM3.upk is 380mb in size. This exceeds the recommended package size...".

                      This package has been slowly growing over the years.

                      Does anyone know what exactly it is and if it will regenerate itself if I delete it?

                      Thanks
                      Apologies for the necro bump
                      Just posted a similar thread but in my case is the LocalShaderCache-PC-D3D-SM5.upk
                      Wanted to ask you how it went with you.Did you deleted the cache and it auto generates or you replaced it with one from a clean build?

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                        #12
                        Originally posted by O_and_N View Post

                        Apologies for the necro bump
                        Just posted a similar thread but in my case is the LocalShaderCache-PC-D3D-SM5.upk
                        Wanted to ask you how it went with you.Did you deleted the cache and it auto generates or you replaced it with one from a clean build?
                        Yeah, I ended up replacing it with one from a default install of UDK. It re-cached a bunch of shaders, but the file size was very small after. So there is some kind of error in UDK that allows redundant data to build-up in that file.

                        I'm pretty sure you can just delete that file and it will regenerate.
                        Last edited by Coldscooter; 08-22-2020, 02:25 PM.

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                          #13
                          Thank you Suspected it was a error.Glad is a simple one.

                          From curiosity, do you guys see when you post, that your topic is moved to the top of the page? Ive been posting for the past few days and my threads never reach the top when i view them from the main unreal forums page.Only when I enter a section where I posted I can see that the topic where I posted is on the top.
                          Last edited by O_and_N; 08-21-2020, 03:14 PM.

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                            #14
                            Amazing i read what you guys were talking about. Thought wow i should redo mine, what a difference in size. from 37.3mb to 20,000kb on LocalShaderCache-PC-D3D-SM3 and on
                            LocalShaderCache-PC-D3D-SM5 from 79,8 mb to 47,000kb. Sure helped performance on the build end. It seems it keep redundant data and does not get rid of it. Until you delete it and let it make new one. Took me 4 hours to redo and make new shader caches

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