Projects can now enable calculating morph targets on the GPU on Shader Model 5 level hardware. This frees the CPU from performing those calculations:New: Optimized Landscape Shader MemoryLandscape now compiles dramatically fewer shader combinations for landscape materials, improving first-load shader comp...
fixed-function hardware underneath the covers. It made perfect sense back with the 3Dfx Voodoo and the first NVIDIA cards, and the very first GeForces, but now that you have completely programmable shaders, the idea that you divide your scene up into triangles rendered in...
Allow cooker to save packages opportunistically if the current package is compiling shaders. Allow cooker to load additional packages if blocked by other packages and memory is free. Improved cooker peak memory usage: Moved resolving string asset references to be just before package save instead of...
Enable withr.ShaderScratchBuffers=1in the ConsoleVariables.ini file. New: HZB occlusion culling now supported on PS4. Added detection of render target/shader mismatches at runtime. Updated render target output formats to be set throughModifyCompilationEnvironmentrather than using the SLOT defines in...
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will b…
You may want to keep an eye on this as there is a slight possibility of the script getting stuck in an infinite loop if the tool keeps crashing. On the first start, the editor will be "compiling shaders" (a bit misleading terminology, it will be converting them to GLSL). The result...
Insiders reckon that the Unreal Engine 5-powered game will launch on "Xbox, PS5, PC, and Game Pass." Virtuos seems to be preparing itself for an imminent announcement; as evidenced by Elder Scrolls fans compiling leaked screenshots and promotional imagery within an Imgur album. Familiar ...
Really neat to see experimental hardware raytracing support in the Vulkan RHI (So using the editor or native game builds on Linux should soon be on-par with Windows), alongside the new PSO gathering system (Much needed since shader compilation stutter won’t be as big of an issue anymore)...
but it still needs to know if the PSO is still compiling or missing. The problem is that if the low level skips the draw that this could lead to visual artifacts (for example certain passes for a geometry have their PSOs compiles while other passes don’t). That’s why the skip proxy...
Shader importing has been massively improved: Shaders are imported much faster, especially complex surface shaders. Instead of compiling all shader variants for all possible platforms at import time, now the needed shader variants for needed platforms are compiled on-demand. Shader compilation results...