In the editor when running with ODSC our shader maps will never be complete.
This causes us to continually evaluate uniform expressions every frame for every material.
This results in a large RT cost. The culprit code is the following:
FMaterialRenderProxy::EvaluateUniformExpressions:
`OutUniformExpressionCache.bUpToDate = Context.Material.IsRenderingThreadShaderMapComplete();`
Is it safe to just assuming the cache is up to date? and as long as we re-cache everytime we get a new shader map things should always be up to date.
[Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166971 in the post.
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Component | UE - Rendering Architecture - Shaders |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Fix Commit | 22691328 |
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Created | Oct 12, 2022 |
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Resolved | Oct 21, 2022 |
Updated | Nov 21, 2022 |