GameThreadWaitForTask --> What task is waiting for?

Nice work slowly ironing out the performance bottlenecks. Looking forward to seeing some benchmarks later on.

Yes, thank you

Step by step.

I’m going to start with the materials, then with the audio… let’s see if I can find the ā€œwaiting for taskā€ problem.

I will show you my progress

Thank you so much @3dRaven

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I’ve been researching PSO for a couple of days now.
Because compiled shaders at runtime are definitely a big problem.

I’ve been looking through the Lyra source code and I didn’t see anything about how to handle this problem. (at least with Grep I didn’t find any matches with the words Shaders or PSO).

I found this article… but according to what I’ve read, i need to cook the project.

So I think that while the project is in development this option is not viable.
Because cooking takes too much time…
And I need to have a quick idea to make small changes faster as possible.

I found this video too…
It says that PSO Precaching doesn’t work at 100%…
It says it doesn’t work with dynamic materials and some other things.

I found this video too…

The guy proposes to create creating a level especially dedicated to load ā€œshaders at runtimeā€ during the loading screen.


Do you recommend this method?
If so… At this point I’m wondering what the correct way to do this level of preload is.

Will it be necessary to render with a camera (360 degrees around)…
each mesh…? each material? each particle system?

Or will it be enough to drop them in the level and wait even if there is no camera watching?

Or how? With or without a camera?


Another thing I would like to control is to know which shaders are being compiled at runtime to show them in my loading screen…

I think it can be done using this class… is it correct?

However, I can’t find any C++ example code on how to use this class.
Do you know any example that I can see about the use of this class?


Thank you so much @3dRaven

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