Hi
We have a question regarding late PSO compilation on PC. During gameplay, we see 200-300 ms hitches related to “PSO too late” compilation. This is currently the last meaningful blocker before we lock down the PC version
We would like to check if our pipeline and configuration are correct for UE 5.7.3, D3D12 SM6.
Current CVar configuration
Config/DefaultEngine.ini
r.PSOPrecaching=1
r.PSOPrecache.Validation=2
r.PSOPrecache.GlobalShaders=1
r.PSOPrecache.ProxyCreationWhenPSOReady=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.ExcludePrecachePSO=1
r.ShaderPipelineCache.StartupMode=0
r.ShaderPipelineCache.SaveUserCache=0
Platforms/Windows/Config/WindowsEngine.ini
Values:
r.ShaderPipelineCacheTools.IncludeComputePSODuringCook=0
r.ShaderPipelineCache.GameFileMaskEnabled=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.StartupMode=1
r.ShaderPipelineCache.PrecompileBatchTime=0
r.ShaderPipelineCache.BatchSize=50
r.ShaderPipelineCache.BatchTime=16
r.ShaderPipelineCache.BackgroundBatchSize=32
r.ShaderPipelineCache.BackgroundBatchTime=8
Config/DefaultGame.ini
Packaging:
bUseIoStore=True
bShareMaterialShaderCode=True
bSharedMaterialNativeLibraries=True
bGenerateChunks=False
bChunkHardReferencesOnly=False
We are not using usage masks. The intent is to have one bundle that covers the whole game.
Questions
- Based on the pipeline and CVar configuration above, is anything missing or misconfigured for the recommended UE 5.7 setup on PC with D3D12 SM6?
- Is this the correct way to bundle compute PSOs on PC?
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