How to make packaged or even editor for my project to recompile shaders, to see what player first time experience would look like?

I checked out all sources of how to do that, and nothing works at all, i tried:

  1. Run packaged (shipping, development) with their shortcut target with -clearPSODriverCache argument, it did not work.
  2. Run packaged, editor(my project) .exe with -clearPSODriverCache through CMD, did not work.

So what i should do?!??!

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Without this answer it is not possible to release a proper game in unreal engine. No player should get the shader compilation stutters for the first time when they are seen. This answer should be documented in documentation while precaching system is not fully implemented in unreal engine.

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I totally agree that better docs should be a default part of the process. But right now, they’re not there.

All the ‘pros’ think the documentation is the source code. Hmm…

There is a quite a long vid from Epic about why shader compilation during play is considered the best all round solution ( and why it has to happen )

Or, you can get something like this

Or, you can make a level that contains all your materials and show that to the camera behind a menu widget…

What would be good is a blueprint node ‘compile shaders’ with a callback :slight_smile:

well, my question was completely different, i wanted to know how to make “first time experience for user” to test shader caching with the solutions to minimize or erase stutters for smooth experience from the get go.
That said, the only solution i figured out finally and which i will leave it here, so could other people use it for now, until epic games figure out to make a proper documentation or a way to do this resetting:

  1. You need to go to Nvidia control panel and in global settings tab, set shader cache size to “Disabled”. (probably there is option in AMD as well, but since i don’t have AMD, can’t say it for sure).
  2. I don’t know for sure if it is needed, but in the packaged .exe, make shortcut with -clearPSODriverCache in the “Target” as well.

And one other option that maybe could work, but i did not need to try, since the other way worked for me, is to make new user profile of Windows and there test the packaged game with empty shader cache. Don’t know how in linux works but, linux users probably would figure out that as well.
Hopefully this will help out for some people.

Yes, covered in the vid, I believe.