There many AAA games when launching for first time have loading phase to load/compile shaders which make sure your game runs smoothly.
In unreal engine, I am not able to find such features, system or way of implementing although many AAA games developed in unreal engine like days gone have it. Does someone know how can I do the same for my game so players don’t get any shuttering or lags?
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I was wondering the same thing. I recently played Avowed and Oblivion Remastered, and they both used Shader Compilation precompute tools upon launch. Are they using PSO caches?
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I’ve seen this and looking for the same solution “compiling PSOs or Shaders on start of game”
Yes, they are using PSO but there is no tutorial how to compile those shaders in that such a similar way
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I believe you are correct that there may not be a tutorial on the topic.
I would love to make a tutorial, as soon as I figure out the process.
I’ve reached out to some of the companies currently implementing these features.
Hopefully, they can give me some pointers.
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I’d be interested in that. All I have at the moment is ‘show the camera all possible materials’… 
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That’s the hardest thing but I wanna know how AAA games implement Shaders compiling in UE
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I’d really like to know if there’s a magic console command, but I really wonder if they’re just doing this behind a widget 
Then what do you think they are doing behind? Ig they do record mostly all of the area in one set and precache them and compiles those again according to hardware. They do this while testing, QA and debugging ig the big studios.
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Basically doing a quick game run-though.
They say setup a loading screen to compile PSOs but don’t have any tutorial to setup for “game startup” because we cannot show any ui before the game is started?