Please note: We are aware of an issue affecting replies on the Arm Community forums, which may not be loading as expected.

We apologize for any inconvenience and appreciate your patience while we investigate and work to resolve the issue.

Thank you for your understanding.


This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

Question about speeding up PSO pre-warm

Mobile game now requires massive amount of PSO to pre-warm to prevent CPU hitching during game play.

Even after removing redundant permutations, it still requires minutes to warmup the cache on mainstream devices.

Luckily, UE5 gives us a solution, we can compile PSO in async style in different android services(A service is a long running background task in Android, kind like a separate process.) to speed up the process.

https://github.com/EpicGames/UnrealEngine/commit/aa7ba3ecfd05d3d2b9a12c9d2d4131b9d78e3a42

https://github.com/EpicGames/UnrealEngine/commit/bde84ad858735d44180a1c9e1a749a1350a4906f

This works fine in OpenGL RHI, it gives us a 2x compile time boost.

But it's worse in Vulkan RHI. Both approach looks identical, i wonder if there's any restriction in vulkan's driver implementation that limits this use pattern.

Parents Reply Children
No data