# Compiling shaders is way too slow...

**URL:** <https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164>\
**Category:** Rendering\
**Tags:** unreal-engine, slow, Shaders, UE4, question\
**Created:** [April 23, 2016, 9:35am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164 "2016-04-23T09:35:07Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![Figggo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Figggo](https://forums.unrealengine.com/u/Figggo)\
**Post date:** [April 23, 2016, 9:35am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/1 "2016-04-23T09:35:07Z")

</div>

Hi guys,

I know it has been discussed here so many times, but I simply can’t find any solution to my problem. Every time I want to put some material or mesh or anything else in my map, it alwayse takes too long (about 1 minute) and this is happening even in case I’m working with simple things. It’s much worse with difficult ones. I downloaded some materials for begginers in Marketplace (Open world demo collection), I know it is much harder for computer to work with it, because it’s much complicated, but approximately 10 mins is a really long time for one ‘‘rock’’.  
There are usually about 350 shaders being compiled.

I’m using UE 4.10 and 4.11 and it’s always the same…

Thanks for your help…

_Here are my specs_:  
**Processor** : Intel(R) Core™ i5-4210U CPU @ 1.70GHz  
**Manufacturer** : Intel  
**Speed:** 2.4 GHz  
**Number of Cores:** 2  
**Video Card 1:** Intel(R) HD Graphics Family  
**Manufacturer:** Intel  
**Chipset:** Intel(R) HD Graphics Family  
**Dedicated Memory:** 112.5 MB  
**Total Memory:** 4.0 GB  
**Video Card 2:** NVIDIA GeForce 840M  
**Manufacturer:** NVIDIA  
**Chipset:** GeForce 840M  
**Dedicated Memory** : 2048 MB  
**Total Memory:** 4.0 GB  
**RAM Memory:** 8.0 GB  
**Operating System:** Microsoft Windows 10 (build 10586), 64-bit  
**Service Pack:** 0  
**Size:** 64 Bit  
Edition

---

<div class="post-metadata">

**Author:** ![Luos](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/luos/32/918700_2.png) [@Luos](https://forums.unrealengine.com/u/Luos)\
**Post date:** [April 23, 2016, 10:25am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/2 "2016-04-23T10:25:08Z")

</div>

its not the compiling of shaders that is way too slow.  
Its actually your computer that is too slow.

The suggested (minimal) cpu speed is quad core, 2.5 ghz.  
only 8b of ram is just cutting it.  
not to mention that your gpu is… well… rather lacking oomph.

the open world demo collection was made for ultra high end computers with top of the line cpu’s, nvidia titan gpu’s, 32-64 gb’s of ram, has 4096 & 8192 resolution textures that will flood that little bit of ram you have.

Its better with your low end specs to use the infinity blade content, which is made for mobile.  
and since your laptop-esque computer thing has specs that resemble close to current gen mobile devices…  
thats what you should focus on unless you can dish out 1500-3000 dollar for a new pc.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

---

<div class="post-metadata">

**Author:** ![Figggo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Figggo](https://forums.unrealengine.com/u/Figggo)\
**Post date:** [April 23, 2016, 10:57am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/3 "2016-04-23T10:57:30Z")

</div>

Thank you for your answer. I’m just a fan of creating environments and so on. I’m not developer or something like that so I will try the infinity blade content.  
Thanks 🙂

---

<div class="post-metadata">

**Author:** ![Luos](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/luos/32/918700_2.png) [@Luos](https://forums.unrealengine.com/u/Luos)\
**Post date:** [April 23, 2016, 11:05am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/4 "2016-04-23T11:05:25Z")

</div>

You’ll def love the content, even though its mobile, its of high quality 🙂  
Enjoy!

---

<div class="post-metadata">

**Author:** ![AnthonyG86](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AnthonyG86](https://forums.unrealengine.com/u/AnthonyG86)\
**Post date:** [September 4, 2016, 5:55pm UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/5 "2016-09-04T17:55:12Z")

</div>

I can barely run the open world content on mine and im running a 8350 fx and a 760 gtx, but im stuck with 8gb ram also…

---

<div class="post-metadata">

**Author:** ![Luos](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/luos/32/918700_2.png) [@Luos](https://forums.unrealengine.com/u/Luos)\
**Post date:** [September 4, 2016, 9:02pm UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/6 "2016-09-04T21:02:00Z")

</div>

If you arent contributing to an already answered question, please dont re-open it.  
This was closed quite a while ago.  
Also, 8gb is the very minimum and therefore can cause quite some slowdowns.

---

<div class="post-metadata">

**Author:** ![LXFrontier](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LXFrontier](https://forums.unrealengine.com/u/LXFrontier)\
**Post date:** [July 27, 2017, 7:08pm UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/7 "2017-07-27T19:08:21Z")

</div>

A simple material change from basic red to blue on a cube primitive takes at least a minute and a half to compile the shaders, and I know my computer isn’t slow. 1080ti, i7 5960X, 64gb RAM, etc. I’ve been having this problem on and off, and the only fix I can find for it is restarting UE4.

While compiling the shaders, I’ve seen that my CPU usage doesn’t even hit 40%, and RAM usage is negligible, so UE4 isn’t even using resources properly.

---

<div class="post-metadata">

**Author:** ![FalconCage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FalconCage](https://forums.unrealengine.com/u/FalconCage)\
**Post date:** [December 4, 2017, 3:25pm UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/8 "2017-12-04T15:25:52Z")

</div>

I’m facing similar problem with Open world demo content, (SSD Disk, 16GB RAM, GTX 1060 with Intel i& 2.8 GHz.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_acb9c5e3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_acb9c5e3](https://forums.unrealengine.com/u/anonymous_user_acb9c5e3)\
**Post date:** [February 3, 2018, 8:48am UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/9 "2018-02-03T08:48:16Z")

</div>

It’s **NOT** about computer same thing here:

- CPU is **30%**
- RAM is **45%**
- HDD is **2%**

Utilized and still shader compilation takes **15 Minutes**. Its not the computer **its UE4** that is slow.

---

<div class="post-metadata">

**Author:** ![bobericko](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bobericko](https://forums.unrealengine.com/u/bobericko)\
**Post date:** [June 18, 2018, 9:21pm UTC](https://forums.unrealengine.com/t/compiling-shaders-is-way-too-slow/355164/10 "2018-06-18T21:21:53Z")

</div>

I know this thread is rather old, but I figure I’d contribute. I would, in whatever way possible, work to create material instances.

In your materials you should use Parameters instead of just inputting things - using a texture sample is basically like hard coding. Instead use a Param2D.  
Instead of applying the material itself to your meshes, just use the material instance. Changes you make to the parameters in a material instance happen instantly and are reflected in the game world right away!  
You can set parameters for most values you would want to continuously change and tweak.  
After you’ve created your instances that should be the last time you ever have to watch the engine compile your shaders! 🙂
