@sinbad@mastodon.gamedev.place
Post #2784714
2026-05-12 14:09 UTC
I'm writing a script for my UEHelpers suite to do the various tasks required to collect and incorporate the "bundled PSOs" data (aka shaders to be compiled at startup), because it's a multi-step process of commands and copying files around and I just don't like leaving that up to future me, who will not remember the nuances
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@sinbad@mastodon.gamedev.place 2026-05-12 14:21
One of the reasons I don't trust LLMs is there's so much incorrect info on the internet that they're ingesting. While researching shader stutters, some people confidently state that every time you start the game you should load every level and play every effect behind an opaque loading screen for a few seconds to prime the shaders. And sure, this works, but it's just not needed. UE gives you a way to record shader use while in dev, and exposes it as a "shaders left to compile" var at startup