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It took around 25 minutes to compile 40% and 5 Minutes for the rest, idk why it need longer for the first 40% but it is like it is.
With the shipping build, all the shaders are optimized and compiled on the minimum reference system configuration to run the game.
not all true. take unreal engine 5. pre-compilation of the ~7000 core shader permutations to start the editor takes 5-10 minutes on a 6 core 12 thread cpu. they are cached and stored as bytecode for whatever version of directx or opengl it's running at. this cache can be packaged and delivered. if the game technical design is smart and recycles material shaders you don't have much to care about. you compile like 20-50 more material shaders and just plug textures in it. i think the coders of this game did a poor job in this regard.
We are talking about an editor of course (it seems to me that you can force the compilation on multiple cores, but by default the Unreal Engine uses only some of those, if i remember correctly on my first startup of UE5 it taked more than 5-10 mins to compile everything on my R9 5900X), the situation changes when it comes to a distributed version, the game can not occupy all the cores of the CPU for compilation, also because Windows does not allow you to do so.
Then obviously we are talking about a different game engine, perhaps the changes made for the console versions were not in line with the various hardware configurations of the PC market (of course it was not), and i agree with your statement, probably poor job considering the team behind the porting.