Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Long Shader Compile/Build Time #223

Open
PaxRon777 opened this issue Oct 26, 2022 · 0 comments
Open

Long Shader Compile/Build Time #223

PaxRon777 opened this issue Oct 26, 2022 · 0 comments

Comments

@PaxRon777
Copy link

PaxRon777 commented Oct 26, 2022

I currently experience 7-8 hour initial build times on a 16 core machine, all 32 threads are 100% utilized, due to the shader variants. Successive builds GTLFUtility adds 5-6 minutes to builds where it takes 10 seconds without it, additionally application load time is increased by a few seconds.

Question is how do I limit the massive amount of shader variants and increase build and load times. This is very restrictive to do for every project.

Additional note, if there is any Ray Tracing enabled in the scene then the app will crash, remove the GLTFUtility shaders and it runs.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant