what's the difference between PSO miss and PreCache miss?

Hi Epic

in our project, we have collected pso rec.upipelinecache files, enabled pso precache and packaged a pso bundled game,

when running game i find little pso miss and many pso validation miss log:

Encountered a new graphics PSO x 3

PSO PRECACHING MISS x 200

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which is the real data for pso missing? should i fix all precache miss issues?

some VertexFactoryType does not support PsoPrecache, such as FLandscapeXYOffsetVertexFactory

how to resolve the missing?

Hi there,

There are two systems that you are touching on that are working together. One is the bundled PSO cache, which you collect before packaging your game, and the other is the PSO precaching system, which is used at runtime to collect and compile any PSOs not in the bundled PSO cache. We have tried to add support for PSO precaching for almost all of our vertex factories; however, if you are interested in adding PSO precaching support for a missing vertex factory, you can look at our guide at the following link for more information: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/pso\-precaching\-for\-unreal\-engine\#extend\-pso\-precaching\-with\-engine\-features. Alternatively, you can also adjust your bundled PSO collection strategy to include the missing PSOs, such that you won’t need to go through the PSO precaching path. If any of this is unclear, please let me know if you have further questions.

Do you happen to run these tests with -clearPSODriverCache? If not, you might be getting a lower number of missed PSOs on consecutive runs, as the PSO driver cache is being filled, which might be masking the actual issue

when i disabled precache in ini on the same client, only 24 missed in log, why precache tell more missing?