[Question] Build shaders with Incredibuild?

Hello!

I remember that on UE3 we was able to use Incredibuild for distributed compiling of shaders.

It was on full UE3, and I’m not sure is it work with UDK, so what about Rocket?

Sometimes shaders compilation takes a lot of time, and I notice few post here with the same problem.

Maybe we can optimize this process somehow?

Also, maybe you plan to create some internal tool for this, like Swarm?

Thanks!

Do you have 4 cores or less? There was a bug that was just fixed recently where it would only make use of one core for shader compiling if you had 4 or less. I don’t think it has made it into any Rocket build yet.

In UE4 all the shader compiling has been reworked to be async and streaming. This makes it a lot more efficient than UE3 shader compiling because it can be compiling while other things are happening, like map load. It also doesn’t block the load of the editor. There are a lot fewer shader combinations in UE4 as well due to removing forward shading. However the old implementation of incredibuild distribution doesn’t work anymore. This is something we would like to improve.

I have only 2 cores, and looks like it gets both of them while compilation.

Ok, thank you for answer!

If you only have 2 cores, only one of them will be used for shader compiling and lightmass building, because the other one has to be reserved to keep the editor running. It’s going to be slow going =(

Note that virtual cores due to hyperthreading count as cores for shader compiling and lightmass and speed things up significantly.

Woohoo!!!

I don’t know what are you guys done in Beta5 (instead of changelog), but shaders compiling works faster than I can imagine!

With my Core2 Duo on primary machine it takes almost nothing.

Finally I can play with advanced materials.

Thank you very very very much!!!