This is a new “Blank” project using 5.0.3.
I thought compiling shaders for new projects wasn’t supposed to be happening these days?
The system runs Windows 10, NVidia GeForce RTX 3090.
This is a new “Blank” project using 5.0.3.
I thought compiling shaders for new projects wasn’t supposed to be happening these days?
The system runs Windows 10, NVidia GeForce RTX 3090.
Here’s my way to disable this aggressive compilation (inspired from S-ed’s post), adding this in the [SystemSettings]
section of
C:\Program Files\Epic Games\UE_5.0\Engine\Config\Windows\WindowsEngine.ini
:
[SystemSettings]
...
;Activate ODSC for all projects
r.ShaderCompiler.JobCacheDDC=1
Can be done only (or undone with =0) in an individual project by putting the lines in the project’s Config\DefaultEngine.ini
(the [SystemSettings]
section might need to be added).
Hi!
I also want to get rid of this compilation when starting a blank project.
But do you know what consequences has your method afterwards?
Are these shaders not needed? Wlll they compile just before simulating? Every project opening?
I can’t find a pattern with my previous projects.
Best,
Matias
The consequences are really minimal, everytime e.g. a folder or blueprint view is entered for the first time, where preview renderings are needed, the compilation then takes place in the background, and the standard Default Material is shown in the meantime.
This is what S-ed explained here; the topic has sparked a bit of a discussion, I invite you to weigh in
The setting of JobCacheDDC=1 is not working so well anymore in 5.1 though…
Thanks indeed.
Will take a look
Best
For me the Engine just does what it want’s. It is highly unstable, compiles shaders if i even dare to move the camera and managed to eat up 26gb of ssd space just for cache files which do nothing for me because the engine still recompiles all the time.
It works best on empty projects but as soon as i start importing stuff (also stuff which has been made by me in blender) things go haywire. Yesterday i had the engine shutdown my entire PC but not due to high temperatures but rather the voltage protection of my CPU kicking in.
Sad to say but this engine is just too broken on so many levels, i would never recommend any 5.x.x version for any kind of productivity and stability.
Not even nanite is working as intended as i still get higher fps in UE4 even in triangle heavy scenes (of course with otherwise same graphical settings, ie not lumen or virtual shadow maps) only when getting really REALLY excessive with triangles UE5 performs a tiny bit better.
For me, i gained nothing when switching to UE5 as Lumen looks mostly ugly and flickery (especially in indoor scenes), Virtual Shadow Maps are incredibly pixelated at medium distance from the camera and Nanite perfroms only better in extremely triangle heavy scenes and all of that on top of constant crashing, pointless shader compilation (and because of that extreme ssd write cycle wear) and overall much worse performance. The only thing that works as ‘advertised’ is World Partition and even that has sometimes really questionable behaviour which solves itself after a restart (mostly actors that load or don’t load correcty because the engine spontaneously decides to ignore the ‘Is Spartially Loaded’ setting)