I’m fairly new but have a pretty decent rig so I am wondering why it seems to take so long to initially open anything. It took a couple of hours for the first launch to finish compiling shaders. Now I downloaded a relatively small asset pack (IndsturyPropsPack6) and attempting to open the Showcase map it is ever so slowly loading it at the “Opening Editor…” phase. It looks like it will take about an hour to finish loading it. Possibly more.
In both scenarios it seems to only be utilizing a single thread. Is that normal? Is there a setting I can change to speed it up? I did some light hobby practice in UE4 and it was significantly faster.
Specs:
Ryzen 9 5900x
EVGA 3080 FTW3 on the latest drivers (512.59 at this time)
32GB DDR4 3600 CL16
UE5 and project are on a gen 3 NVMe drive
Unreal Editor version 5.0.1
Any help is greatly appreciated!
It was set to 3, I changed it to 0 and it seems to be about the same. Did a full system reboot just in case there was something weird preventing the editor from getting the config change.
Here is my Shader section for BaseEngine:
[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
; Make sure we don’t starve loading threads
NumUnusedShaderCompilingThreads=0
; Make sure the game has enough cores available to maintain reasonable performance
NumUnusedShaderCompilingThreadsDuringGame=4
; Core count threshold. Below this amount will use NumUnusedShaderCompilingThreads. Above this threshold will use PercentageUnusedShaderCompilingThreads when determining the number of cores to reserve.
ShaderCompilerCoreCountThreshold=12
; Percentage of your available logical cores that will be reserved and NOT used for shader compilation
; 0 means use all your cores to compile Shaders
; 100 means use none of your cores to compile shaders (it will still use 1 core).
PercentageUnusedShaderCompilingThreads=0
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=10
bPromptToRetryFailedShaderCompiles=False
bLogJobCompletionTimes=False
; Only using 10ms of game thread time per frame to process async shader maps
ProcessGameThreadTargetTime=.01
; For regular machines, wait this many seconds before exiting an unused worker (float value)
WorkerTimeToLive=20
; For build machines, wait this many seconds before exiting an unused worker (float value)
BuildWorkerTimeToLive=1200
; Set process priority for ShaderCompileWorker (0 is normal)
WorkerProcessPriority=-1