How to activate Async Shader Compilation System on UE 5.2 ?

Greetings, I’m aware that the shader compilation was improved in UE 5.2 (to reduce stutters). Which was adressed by introducing the async shader compilation system. However I know it has to be activated manually.

(im talking about shader compiltation that happens in the game, not in editor shader load improvement)

Reference-> Unreal Engine 5.2 - Next-Gen Evolves - New Features + Tech Tested - And A 'Cure' For Stutter? - YouTube (not on by default)

Also would like to know if skip draw/pso cache works fully with Metal (Apple devices)

What needs to be changed be in a config/ini file/build file to activate the feature ?

1 Like

Bump

Maybe it’s GSkipDrawOnPSOPrecaching. I found it used in FMeshDrawCommand::SubmitDrawBegin.