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Hide menu BackgroundCache node to fully benefit from async. pipeline compilation #191
Hide menu BackgroundCache node to fully benefit from async. pipeline compilation #191
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This doesn't seem quite correct. In theory the real effective way is that this trick is no longer required. I'll verify if this is the case by deleting the node altogether. |
These are actually what need to be done on the PR.
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…compilation This was an attempt by the game to cache the pipelines ahead of time for the bullet. However, the title screen does not use SDFGI or VoxelGI, so the ubershader pipeline pre-compilation is not detecting it should create these pipelines. The extra two to four pipelines we're seeing on the first shot are the new pipelines encountered due to the fact the effect only gets enabled when starting the game, but the instancing of this bullet ahead of time is not done there instead. Merely instancing the bullet scene as hidden fixes this issue immediately, as hidden surfaces are added to the cache.
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I've applied all 3 suggestions. |
I can confirm the latest version works as intended. 👍 |
godotengine/godot#90400 is merged, so we can go ahead with this as well. |
…compilation (godotengine#191) This was an attempt by the game to cache the pipelines ahead of time for the bullet. However, the title screen does not use SDFGI or VoxelGI, so the ubershader pipeline pre-compilation is not detecting it should create these pipelines. The extra two to four pipelines we're seeing on the first shot are the new pipelines encountered due to the fact the effect only gets enabled when starting the game, but the instancing of this bullet ahead of time is not done there instead. Merely instancing the bullet scene as hidden fixes this issue immediately, as hidden surfaces are added to the cache.
Explanation courtesy of @DarioSamo:
This was an attempt by the game to cache the pipelines ahead of time for the bullet. However, the title screen does not use SDFGI or VoxelGI, so the ubershader pipeline pre-compilation is not detecting it should create these pipelines.
The extra two to four pipelines we're seeing on the first shot are the new pipelines encountered due to the fact the effect only gets enabled when starting the game, but the instancing of this bullet ahead of time is not done there instead.
Merely instancing the bullet scene as hidden fixes this issue immediately, as hidden surfaces are added to the cache.
A side effect of this change is that
menu.tscn
no longer needs to store a lot of properties, so it becomes a lot smaller and should load faster too.This change requires Godot 4.4 (
master
branch).