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Fordítási probléma jelentése
And they can actually mess this up too, for example Star Wars Jedi Survivor has shader stutter even with a shader precompilation step simply because the devs didn't catch all the shaders.
shader cache is unique to your hardware, it can't be precompiled by the devs that's a different kind of stutter shader cache CANNOT be compiled by the devs as they can only be compiled locally for your hardware
shader cache is only possible to precompile on consoles as they have unified hardware (every ps5 console uses the same hardware configuration, every xbox uses the same hardware configuration, etc)
that's not how it works cause the shaders have to be precompiled locally on your machine as every shader cache is unique to your hardware configuration
unreal engine does have a toggle for this, it's called pso caching
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/PSOCaching/
https://youtu.be/lsskwVyPoxs?si=qpG69fPNhmMHORBp&t=285
My guy, Potato is actually correct.
You folks are confused.
There are 2 types of stutters as Potato tried to lay out.
Traversal stutter
Shader compilation stutter
You are comparing Jedi Survivor (UE4 engine title) to Robocob, UE5. apples and oranges.
In addition, conflating Traversal stutter from Jedi survivor to Shader compilation stutter that's rampant all throughout Robocob's UE5 demo.
As the man said, shaders are compiled via the make-up of the user's specific hardware config.
Dev's can enable a feature in their UE4 and UE5 titles to perform a pre compile step before the user loads into a level.
This is a demo, and I'm going to assume the dev's will perform this step once the game is ready to be released in November. (It's not crazy task to perform, but bear in mind, this demo could be a very old build of the game and the latest build may have all sorts of fixes etc.)
The specifc question I'd like to see an answer to: why is it that Jedi Survivor has the feature that potato was talking about and yet not every relevant shader was precompiled?
Stop moving goalposts, I'm not here to argue, I don't care who "wins" an argument on the internet, I'd just like to see this explained properly, "my guy". I'm fine with potato being right, it's just that it doesn't add up.
The poster right after you brought up Jedi survivor and conflated two different issues with stutter.
As it stands, Jedi Survivor on UE4 has nothing to do with Robocob on UE5. Apples and oranges.
In addition, you're asking a question none of us have an answer to... Why do games have bugs with stutter even after pre compilation because said game has bugs? Jedi Survivor despite its steps in shader caching still has stutters with both traversal and pso shaders.
Doesn't mean the process doesn't work, it just means devs need to fix/optimize their PSO caching process properly on their specific title and or our modern CPU's will never be fast enough to process their specific PSO files in large chunks.
If you want technical answers, lookup and read about UE4 and PSO shader caching.
Pretty sure Potato bounced out this thread because its a waste of time, same as I will do.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/
Relevant snippets:
Afaik this is how it works under both UE4 and UE5 (it's not exactly apples to orangers, it's more like jonagold apple to starking apple). So please check out from the thread by all means but my guess is that it wouldn't take more than a few sentences to explain where I'm wrong about this.