4.24 - massive increase in shader-count when recompiling

So I still have this issue in 424.3… I’ll submit a bug report tonight.

Just changing a TexCoord node from 3, to 4, back to 3, just to make a change, causes ~25k shaders. Just on import to the new version I had over 250K shaders! Ran my machine out of memory 3 times in a row before I could load the level… :frowning:

I DO want to say that once I was in, I was getting a 20+ FPS bump over 423, so whatever changes under the rendering hood, they did me right. Looking forward to this getting fixed so I can use up all those empty cycles…

Is there a fix planned already?

Sorry to get back to this so slowly.

I am no longer able to reproduce. As of 425preview1 I was, but no longer with this issue in the 425preview2; the landscape material imports, compiles, and performs as expected from 423.1.

There is a new issue where just loading the landscape into the level makes ~10meg accrue every second, even idle, running me out of memory eventually.

I’ll wait until the full 425 production release to test and log a defect therein if the memory leak presents, but otherwise the issue w/many-many shaders is no longer extant…

Update, as of preview 4, the memory leak seems to be resolved. The only oddity is that importing the level, everything comes out fine. Recreating the landscape natively in 425, off the same heightmap, material, etc, etc works, but the grass-maps generated by the material sometimes arch up into the air, off the ground. As noted above, I’ll test-test in the GA release, but for now, the issue that instigated this thread no longer seems to be an issue. I’ll likely close out the thread on GA if there are no issues.

Thank you for the update. I’m going to wait for the final release as well.

One thing that helped me in 4.24.3 was Dekrayzis2015’s post here.
Everything worked properly for about a week since I made changes to ConsoleVariables.ini, and this morning it started compiling thousands of landscape shaders again. ConsoleVariables.ini isn’t reverted to it’s original state and still has fixes for the instruction above, so i dunno…

Same issue in 4.24.3. From 7k shaders in 4.23 to 70k in 4.24. I can restart the editor and randomly get 35k instead, but still.

Removing tessellation is NOT a fix, so I wish people would stop saying that. I have tessellation for a reason.

Why is there no fix or at least comment from devs on this?

Ya its just insane, why not fix as they GO instead of new features and leave behind this mess, THAT makes no sense, no way to run a ‘business’.
I make a change in project settings, restart, and its FINE if it compiles for the change although it seems unreasonable ya, but THEN on play, it does a thousand or so more ! :wink:

So ya, I sure hope 4.25 puts this to rest.

So, I have been able to prove that the GA release of UED4.25 does NOT present any issues with me importing my landscape. As I might expect, ~2k shaders (what I am getting in 4.23), no issues with the grassmaps, all things seem in place. Performance is overall better but I have to futz with the lighting settings…:-/

Epic does not care at all. They most of the time ignore forum posts. There are massive issues with the ShaderCompiler in combination with the Nintendo Switch since 4.22. Not a single response or update on it. As of 2.24.3 it is still broken and even worse then before. Preventing me from releasing a otherwise finished project for half a year now.

Don’t expect anything from Epic …

Untrue.

Amanda, community mod was quick to respond and point me to the proper channels for logging a bug. I myself kept this thread alive for community feedback and input around figuring out what the exact circumstances around the defect were.

Tip from someone that works in software-dev: adjust your expectations & log a ticket at the front door, don’t expect carte-blanche service in the forum. Forums are for the community to interact and devs to be made aware of things, but w/o a proper testcase, steps to reproduce, etc a post is just a post and nothing actionable a dev can work against.

Also not true.

I try to get in contact with epic for month now, bug reports are getting ignored, 1 year of trying to get access to UDN -> ignored. I never got any feedback or response from Epic.

I’m curious what’s the issue there? If you’re willing to pay for premium support, wouldn’t they make available right away?

Never got any answer after several attempts to contact them.

DONT feel bad last months freebie give aways i didnt get to cause each time i opened one i had 98000 shaders and one even when done looked great until you ran it in the stand alone , looked like a commodore vic 20 LOL
ya um seems kinda sorted now but that last one is borked im going to try 425 now but with win 7 and hardware being hard to get cheap and a pandemic it dont look like ill upgrade soon hardware wise…this is an issue we all face i had planned next month to get new stuff but…now thats months off

oh and it mentioned some kinda shares cache thing my thoght was after a time you need redo that and it allows you to share shaders amongst your projects so you dont ahve to do them over and over but moving to new version you redo it all maybe

Granted the medium I reached out was somewhat improper but I also wanted feedback from the peanut gallery incase it was just-me.

Regardless. I’m finding 4.25 to just overall be faster and better with compiling shaders. I’ve noticed some edits that would trip the entire material now only compile the specific subset it needs to, overall better, and compile time seems just generally faster. You would do well with getting a RTX (you can try vulkan for raytracing) or a decent, current card; they’re beefy.

I can never understand why all this is happening, i changed preview from shader.5 gto android es53 to see what it look like as i make android games, and all i get is a full compile shader, why on earth do we need to sit through this, i thought the point of having materials is that it a set function, not to recompile everytime we do a change, so my question is why do we even bother? can we have a better system than this whole compiling issue everyone so much hates, i love UE4 so so much but absolutley hate COMPILING SHADERS…its so time consuming slows down progress and just a pain in the ■■■■ for all the users. UE there has to be something done about this once and for all…here is a pic of the latest freebie and thanks for that so much but i been waiting 3 hours for this to finish and still goes on. what can be done about this whole compiling shaders i say remove this as its not a viable way, if its a material why the constant recompile? And cant there just be 1 overall amazing version of UE instead of all the constant changing, imnot even gonna try to install the latest 4.25 as alreader theres people complaining, i just want to make games not watch compiling after compiling after compiling. PS this was originally 39,000

Because the engine changed the render model as per your settings and needs to recompile the materials to work with the requested shader model.
If you mess around in project settings you can prevent extra shades from compiling and reduce this a bit but you still need everything to recompile.
this often includes engine materials like the brush texture/shape.

.25 also seems to be back to acceptable calculations. Only 1k shaders on a 505px tiled landscape tile.

i was having a lot of issues with engine version 4.24.3 crashing every 5 mins whenever I went to edit "anything’, a lot of other people were having issues as well.

I switched to engine version 4.23.1, have not had a “single” crash since, its been like 2 weeks.

your not gonna be missing anything(in my opinion) if your an indie dev like myself, by the time you do need the features they will prolly have a engine build that’s “working” for everyone.

hope this helps.

God Bless you. May Jesus Christ be Charitable unto you.

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