Microsoft is changing the game again with its new Majorana 1 chip. But as gamers, our question is: could this be used in the ...
Failure to "precache" is catching up with game developers who don't follow basic Unreal Engine development principles.
It takes care of lighting, shading, reflections, and visual effects, which make games look as realistic or as stylized as developers want. Unreal Engine 5's Nanite enables rendering at high detail ...
Unreal Engine 5.2 introduced a new system for preloading Pipeline State Objects (PSOs) to help reduce stuttering caused by shader compilation in games. This alleviates shader stuttering, which is a ...
These PSOs can be built at any time and, theoretically, leveraged to optimize shader compilation, preventing stuttering during rendering. Before Unreal Engine 5.2, Epic recommended that developers ...
To precache or to bundle your PSOs, that is the question. Fortunately, Epic has the answer, too.
"Rendering an object usually involves several shaders (e.g. a vertex shader and ... They even talk up Vulkan's Graphics Pipeline Library as a "good initiative". However, prior to Unreal Engine 5.2, ...
Digital Foundry's John Linneman delivers the tech review of Avowed for Xbox Series X, Series S and PC. This is a surprisingly ...
Epic then goes on to explain that, prior to Unreal Engine v5.2, its recommended best practice was to 'bundle' the most commonly required PSOs into a cache that would be created as the game starts ...