Hi, i am learning ue4 in last 7 month and creating my game at the same time. Lot of things to learn and understand.
But I cant find an answer about PSO Caching. I read documentation few times about it and I understand what it is, how to use it, and what it will give for me.
My questions is: Is every developer using PSO Caching procedure? Is it necessary for every game?
Thank you.
Hi Aurimas,
The only instance where I personally consider using PSO Caching is to solve the frame-hitch that you might see when firing a particle effect for the first time. (But itās possible to hack around this by firing all particles while the screen is faded out.)
So if youāre not seeing any hitches, Iād say it is not necessary and is just a ānice to haveā optimization. (If anyone disagrees please post)
Also, it looks like there are some improvements coming to this system in 5.1 (as of now youād need to play through your game to populate the cache)
Cheers!
Thank you for reply. Yes I seen upcoming 5.1 update with āautomaticā PSO caching. I have constant hiches in my project, same in ue editor and compiled game. Its ok if lock at 5 or 10 fps lower than average fps, but in that case gpu is not utilising at max efficient. I am trying to find a solution for this problem and all what I find out is that gpu have too many instructions and that can be fixed by precahing PSO. Thats what I find in google, forums and youtube. The problem is that I dont know if this information correctā¦