Caching Render Target

Hey Epic,

We need to run multiple (over 10) render captures on a large show we are working on, but we are running into performance issues.

Would it be possible to implement a caching system that would utilize the DerivedDataCache on the Render Target asset? It could be a checkmark “cache data” that would run the current loaded Level Sequence for it’s duration, cache out captured frames, and then reuse them on subsequent playbacks?

Thank you

Hey Uros,

I passed this feedback along to the Rendering Product Manager. He was not sure if the DDC could be leveraged in this fashion but I logged a entry in our internal product board for them to take a look when they have a moment.

Thank you Shaun, I appreciate that. This is a pretty high priority for us and would be great if we could get an answer (even if it’s negative) as soon as you guys get a chance.

Thank you

When do you need something by? It sounds like it’s nothing that will make its way natively into the engine before 5.8 as all the 5.7 priorities have already been identified. On a higher level what are you trying to do? What’s the use case? Maybe there is a better recommendation.