davide445 Posted March 16, 2019 Share Posted March 16, 2019 (edited) Just creating some new projects including add-ons such as road tool or vegetation, noticed the shaders compilation does use 10-15% of my CPU, a 6 core Ryzen 2600X, needing some time. It's this a strictly single thread task, or can i.e. configured to span compilation on multiple threads? Edited September 29, 2019 by davide445 Link to comment
silent Posted March 17, 2019 Share Posted March 17, 2019 Davide, Right now it's bound to a single thread. However, compilation times are not too long and you still can use Editor during this process. We do have plan to improve this process in the future SDK updates. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
davide445 Posted March 17, 2019 Author Share Posted March 17, 2019 Yes right now it's not too long, even if the viewer is going at 5fps. Checking all the topics for future usage. Link to comment
Goetz.Benjamin Posted January 9 Share Posted January 9 (edited) Hey, Any news on this topic? Is multi thread shader compilation available in higher versions of the editor? The project I work on has ~50.000 shaders, which actually does take a while. Multi-thread usage would speed up this process a lot :D Edited January 9 by Goetz.Benjamin Link to comment
silent Posted January 9 Share Posted January 9 Right now with async shader compiler (SDK 2.18+) you no longer should have a performance degradation while working with project inside Editor. Multi-threaded shader compiler will be probably added later (maybe even with UNIGINE 3.x series). So far artists feedback is very positive regarding async shader compile and it really quite useful for complex worlds development. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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