Threadripper 7980x only using 4 cores?? - UE 5.3.2

Hello all my Unreal Wizards, I am in need of some serious help, please and thank you,

For 2 months I have had a Threadripper 7980x 64 core 128 thread workstation, with dual A6000 and 256 Ram. this workstation should be able to handle anything Unreal and beyond.
But when dealing with anything in the engine requiring multiple threads, it defaults to 4 cores and compiling agents.

I have already gone into the BaseEngine.ini and adjusted the;
-WorkerProcessPriority=1
-NumUnusedShaderCompilingThreads=4
-NumUnusedShaderCompilingThreadsDuringGame=4
-ShaderCompilingThreadsDuringGame=4
-ShaderCompilerCoreCountThreshold=12
-PercentageUnusedShaderCopilingThreads=0

I have followed this guide: UE5 How To Speed Up "Compiling Shaders" – Unreal Editor
I have followed every guide any nothing seems to affect this

other programs can use my threadripper’s 128 cores at 100%

I have other computers running Unreal 5.3.2 with all their cores for shader compiling and multithreading

so what am i doing wrong to get the engine to run my threadripper at full capacity?

*Solution: Uninstall Incredibuild in Visual Studio

The program needs to be written specifically to use all cores. Not all parts of the engine can be on separate threads. It’s not like a bucket renderer that uses all system cores.

You can use FRunnable to create your own thread functions for your game.

It’s probably:

  • 1 for game logic
  • 1 core can be for physics
  • 1 for audio
  • 1 rendering preparations

More cores can be used during lightmap calculations (swarm) or shader compilation.

Most other process rely on the main game thread so there is a limit to decoupling that can be done (that’s why you can’t for instance spawn actors in a FRunnable thread directly).

The new mass entity system can use more cores but you need to specifically program for it to leverage it’s strong points.

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I am not even at the point of packaging or running a game. this issue is purely for the editor compiling shaders

It has taken me 20 minutes to open a fresh project on this threadripper as it tries to compile 4500 shaders

my laptop which is significantly less powerful, uses all its cores and compiled 20,000 shaders in that same time with a project I was working on and swapped over to it

This thread also goes over some tips to increase shader compile performance

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It uses all of my cores on a 5975WX, so if you only see four cores used, something’s the matter.
It may be the Windows scheduler not being happy with 128 threads – which version of Windows are you using?
Also, tried turning off hyper-threading in the UEFI/BIOS?

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Thank you so much for your reply and personal experience

I am using windows 11 pro for workstations

Once i finish my current render i will reboot into bios and check UEFI and HyperThreading

I do not believe I even went into bios since i got the workstation (needed it for a project asap)
so that is a major oversight on my end.

thank you so much, i will give an update soon

@3dRaven ok so update.
both of you were tremendously helpful.

It seems that uninstalling Incredibuild from VIsual Studio was infact what solved it.
but disabling hyper-threading also sped up compiling.

thank you both for your assistance in helping me solve this :smiley:

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