UE 5.1 : Movie Render Queue - Compiling Shaders every frame

Hi all,

Is anyone else experiencing MRQ issues were you are getting hit with a massive compile shader upon rendering local? Then a compile shader on every single warm up/rendered frame in the sequence?

Any thoughts or solution of what may be causing this. Stumped from my end.

Thanks,
Z

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Yes. Tried a local MRQ render, and it’s compiling thousands of shaders before it even starts rendering the sequence. No idea what’s causing this, but this was happening with the preview build as well.

Really odd because this is all on top of having to compile thousands of shaders when launching the updated 5.1 build, then thousands of shaders to update the project, to finally thousands of shaders to render with the MRQ. Compiling takes hours on my machine so it’s not a realistic workflow for anything.

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same question

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Ok, so… I’m not the only one… Back to 5.03 for a little while, then.

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can we boost this to some devs? @Daniel_Wright can you point us to a solution/someone who can fix this for us? this makes it absolutely impossible to use 5.1 at a VFX production level

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Second that, really need a solution to this.
There’s a pause before every subframe to compile 3 shaders.
A sequence I would expect to take an 1/2 hour to render is showing
Est. Time Reaming = 12 hours.

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Have tried disabling r.ShaderCompiler.JobCacheDDC in DefaultEngine.ini
but I still get a pause before each subframe while UE5.1 complies 3 shaders.

[SystemSettings]
…
;Activate ODSC for all projects
r.ShaderCompiler.JobCacheDDC=0

Bump

In Saved/Log/ .log I found the name of the offending shader which had a failed to compile error.
Deleted/replaced it and now the problem is solved.

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Went missing in action but a few updates on this for anyone.

@russelljtickner - is correct that most likely you have some kind of error or warning for a bad shader/function that causes it to compile on every single frame.

My situation came from a bad Material Function that was throwing:
#err0r Too many texture coordinate sets defined on GPUSkin vertex input. Max: 4

I had to make sure I didn’t have more than 4 Coordinate Index's in the function. This solved getting a compile on every frame.

Now, I still get hit with a PIE and Compiling Shaders no matter what when launching MRQ for the first time on a project. It also doesn’t seem to respect any kind of DDC caching (after relaunching UE) as It will compile shaders and textures (massive amounts) render the shot, you close Unreal, re-open, go to render - recompiles everything all over again ._.

If you are using Render Warm Up Count and Engine Warm Up Count you still get hit with a slow render warm up from two options which are new to 5.1 in MRQ and are ON by default.

Under Game Overrides if you turn off Flush Streaming Managers and Virtual Texture Feedback Factor this will significantly speed up the engine/frame warms up back to normal speeds.

This is what I have so far but have not been able to resolve the initial recompile of shaders/textures on first render. Back into the deep…

-Z

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How did you find this error?

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Hi everyone, I had a similar issue today where MRQ was compiling shaders on every frame. I managed to fix that by turning off Virtual Textures. Hope that helps

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Turning of VT doesnt work for me. Anyone found solution?

Hey, when you start to render check the number.

Mine said 12. So I looked in my level for 12 things and narrowed it down to one material in the end.

I made a new material from scratch as there must have been something complex in the old one and now I can render without compiling.

Bump, my shaders recompile every sub sample which makes render my scene out impossible and subsequently makes the program crash

Hi @Nemlet17 i think you have to make local cache folder on your drive like D:/Cache , set your unreal cache on that location once compile all shaders then try render on MRQ , i wish its will work

Hi, has there been any fixes for this. I have also tried several different options for DDC thinking it was the reason for this but nothing has changed. Also i just have an issue where it compiles x amount of shaders before proceeding to render the scene. Virtual Textures are turned off also.

What number and where did you see that?

Hi, thank you, i’ve tryed your way russelljtickner, it worked perfectly, it came from a problem with one of the material of the assests of the scene i’ve bought. I’ve found the probleme in “log” file of the project searching “failed” keyword in, i’ve deleted the mesh with corrupted material, and now it’s not compiling every frame while rendering anymore. Thanx a lot you saved my week :wink:

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Hi everyone, I had the same issue in UE5.2 and the problem was coming from a paragon character imported. I deleted elements of my level until I found the problematic one. After deleting the Paragon character, the problem is gone. No idea about the real issue but it s working! Thanks for your help!!