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I can see no real benefit in not pre-compiling them before loading into a level / sitting in the main menu. It most likely is just extra work most devs don't want to do. Especially for small teams. On consoles they usually ship them pre-compiled with the game package. But on PCs they need to be compiled separately since theres a big variety of different GPU models / driver versions.
AMD / Nvidias shader cache helps to mitigate this issue since its storing shaders on disk after they have been compiled so they don't need to do this another time. But this still results in stuttering upon entering a new area / spawning new enemies / effects etc.
Hmm thats good News i thought you were already done with your Game.
Don't get me wrong as I don't know much about how the UE interfaces with the rendering API, but compiling beforehand should be a completely trivial task right? At least in both Vulkan and OpenGL it is (it's really just calling the appropriate binary to compile something).
If there's no benefit to not precompiling this honestly should have been done in every case then. Especially if I'm right and it's practically no additional work.
Yes it basically just calls the compiler on each shader to turn them from a high level shader language into gpu readable code.
Not sure about the actual implementation time since it may vary from engine to engine and I never had to bother with this.
It may take up to 10 minutes when pre-compiling them all at once in the main menu. That may be a downside for some. Or level load times might be longer. But I'd rather wait 10 minutes upon the first game launch than having to mess with intermittent stutters.
I agree. I've never had to compile large batches of shaders myself so I wouldn't know how long it'd take. But I too would prefer this compilation step during some setup rather than face stuttering in game.