Tutorial: Moteurs de jeu et saccades dues aux shaders : les solutions de l'UE

Récemment, des conversations ont animé la communauté Epic au sujet des saccades dues aux shaders et de leur impact sur les projets de développement de jeux. Cette semaine, nous allons aborder les raisons de ce phénomène, expliquer la manière dont le préchargement des PSO peut aider à le prévenir, et présenter quelques-unes des pratiques de développement qui vous aideront à minimiser les saccades dues aux shaders. Nous vous ferons également part de nos projets à venir pour le système de préchargement des PSO.

https://dev.epicgames.com/community/learning/tutorials/m6pL/unreal-engine-epic-for-indies-moteurs-de-jeu-et-saccades-dues-aux-shaders-les-solutions-de-l-ue

Hello,

While resolving shader compilation stutter (PSO caching) is a welcome step forward, it is critical to acknowledge that shaders are only a fraction of the performance bottlenecks currently plaguing Unreal Engine 5 titles.

As a high-end PC user (Ryzen 7 9800X3D / RTX 5090 / High-Speed Gen5 NVMe), I can confirm that severe stuttering persists even when shaders are 100% compiled. The engine suffers from fundamental architectural issues regarding data streaming and asset allocation:

1. Traversal & Asset Streaming Stutter: Moving across invisible sector boundaries or approaching dense areas (like hubs or heavy NPC zones) triggers immediate, consecutive hitches. The engine forcefully loads assets and scripts synchronously, causing massive frame-time spikes regardless of hardware capability or SSD speeds (+7000 MB/s).

2. Camera Rotation / Asset Injection Stutter: Rapidly turning the camera in specific areas frequently causes micro-stutters. This appears to be directly linked to aggressive Garbage Collection or culling mechanisms suddenly re-demanding data from the drive rather than keeping it efficiently cached in the system RAM or VRAM.

3. Ambient & Script-Based Hitching: Simple in-game actions, such as completing a basic gameplay animation or UI update, can randomly halt the frame pacing, pointing to sub-optimal background thread management.

Fixing shaders is not enough. Unreal Engine 5 will continue to feel unstable on PC until the core asset-streaming pipeline, asynchronous loading, and memory-flush frequencies are fundamentally overhauled.