Hello,
we have a question regarding changing the PSO precaching thread pool size. In the official documentation (https://dev.epicgames.com/documentation/en\-us/unreal\-engine/pso\-precaching\-for\-unreal\-engine\#performance) you write that “Increasing this value during loading time, and decreasing it again during gameplay can help”.
In our game we are using a PSO bundle in combination with a loading screen and Precaching at runtime for the PSOs we missed in the bundle. Therefore it makes sense to use a large threadpool during the loading screen and a smaller one after it.
When trying to implement this behavior, I noticed that changing r.pso.PrecompileThreadPoolPercentOfHardwareThreads at runtime has no effect. This seems to be obvious when looking at the code, because FPSOPrecacheThreadPool::PSOPrecompileCompileThreadPool is only initialized once and in PipelineStateCache::PreCompileComplete the pool is then explicitly re-used for pre-caching.
My question is therefore: Is re-sizing the PSOPrecompileCompileThreadPool at runtime possible or do we need to modify the engine?
Kind regards
Moritz Grunwald