How UE5 detects whether the PSO contents should be pre-compiled again

Hello,

Thank you very much for your support.

As for the shader recompilation due to system update (such as driver update, OS update, GPU upgrade, etc.), we have referred to the method specified in FD3D12PipelineStateCache in UE5, namely:

const FString UniqueDeviceCachePath = FString::Printf(TEXT(“V%d_D%d_S%d_R%d.ushaderprecache”), Desc.Desc.VendorId, Desc.Desc.DeviceId, Desc.Desc.SubSysId, Desc.Desc.Revision).

We have not directly use the feature related to r.D3D12.PSO.DiskCache as the feature may seem to lead crash issues in 5.1.1.

Now, we just want to know that if we manually clear the dxcache in the GPU drive after the shader precompilation is complete or rename the .exe files, can we still see the UI that detects the failure of the dxcache in the next game launch and the UI that indicates “Waiting for shader precompilation”?

Thank you.