Vulkan logPSO not working

Hey!! You seem to know a lot about these systems.

I’m just going to ask a question about it on top of what was already resolved.

I’m developing on UE 5.5.1 Meta Fork v74.1 for Quest Devices using Vulkan Android. The game is large and would not fit into a single OBB file so we had to split it into 10 chunks and it is being distributed into several OBB files.

I got both the Bundled PSO and the PSO Precaching systems enabled, which I can verify in the packaged game logs with the line LogVulkanRHI: Vulkan PSO Precaching = 1, PipelineFileCache = 1, then there’s a line that says the Bundled PSO system opens the file with the collected PSOsOpened FPipelineCacheFile: ../../.. with *X* entries, but it also fails to open a “.stable.upipelinecache” file for each of the chunks.

The thing is that I’m still getting some of the hitches that I made sure to collect on my bundled PSOs. So I did a small test forcing the build to package a single OBB file without chunks, this was the only way in which I could get rid of the stutter. As a matter of fact and curiously enough, the hitch was also removed when I used that very same PSO file when I added back all the chunks. That is not replicable for the entire project, however, since I had to reduce the textures a lot and prevent a bunch of levels from cooking.

I then came across the CVar called r.Vulkan.UseChunkedPSOCache, so I’m going to test it around but I do wonder what it really does since the Engine sourcecode doesn’t explain anything about what it really does.

Do you know what else could be happening? I’d really appreciate the help