I just tried with my computer at work (an AMD Threadripper 3960x - 24 cores and 48 Threads, 64GB Ram), and it took about 9mins to compile on the launcher’s UE 5.0.1.
Here’s the stats
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 15449
LogShaderCompilers: Display: Jobs assigned 15416, completed 15416 (100.00%)
LogShaderCompilers: Display: Average time worker was idle: 0.54 s
LogShaderCompilers: Display: Time job spent in pending queue: average 243.43 s, longest 656.91 s
LogShaderCompilers: Display: Job execution time: average 15.82 s, max 511.67 s
LogShaderCompilers: Display: Job life time (pending + execution): average 259.25 s, max 659.84
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1551.07 s
LogShaderCompilers: Display: Jobs were issued in 1767 batches (only local compilation was used), average 8.72 jobs/batch
LogShaderCompilers: Display: Average processing rate: 9.94 jobs/sec
LogShaderCompilers: Display: Effective parallelization: 18.49 (times faster than compiling all shaders on one thread). Compare with number of workers: 24
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS (compiled 34 times, average 163.33 sec, max 511.52 sec, min 10.47 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 107.31 sec, max 227.83 sec, min 4.88 sec)
LogShaderCompilers: Display: FCloudRenderViewPS111false (compiled 2 times, average 83.39 sec, max 145.44 sec, min 21.34 sec)
LogShaderCompilers: Display: FCloudRenderViewPS011false (compiled 2 times, average 83.39 sec, max 145.65 sec, min 21.13 sec)
LogShaderCompilers: Display: FCloudRenderViewPS110false (compiled 2 times, average 80.05 sec, max 145.19 sec, min 14.91 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS - 19.36% of total time (compiled 34 times, average 163.33 sec, max 511.52 sec, min 10.47 sec)
LogShaderCompilers: Display: TBasePassVSFNoLightMapPolicy - 3.28% of total time (compiled 431 times, average 2.18 sec, max 4.05 sec, min 0.65 sec)
LogShaderCompilers: Display: FDebugViewModeVS - 3.18% of total time (compiled 428 times, average 2.13 sec, max 4.10 sec, min 0.64 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 2.91% of total time (compiled 443 times, average 1.88 sec, max 5.72 sec, min 0.73 sec)
LogShaderCompilers: Display: FLumenCardVS - 2.84% of total time (compiled 429 times, average 1.90 sec, max 3.58 sec, min 0.29 sec)
LogShaderCompilers: Display: ================================================
Also, I narrowed down that the noise node is the culprit. Without the noise node, the compile times are normal again.
Is this the point where I should submit a bug to the tracker ?