UNREAL ENGINE 5.2 Enter a new system of pipelines (PSOS) to help reduce the stuttering of gathering shading in games. This reduces the affected of the shading, which is a major problem with computer games at the present time.
The affected shading set occurs (also known as the stutter shading) when the game needs to prepare a shading just before its display, which leads to a remarkable delay and shading its appearance significantly. This delay occurs because converting a high -level shading to the device icon can be understood by different graphics cards.
Modern graphics programming facades such as DirectX 12 and Vulkan PSOS have been provided to improve performance. PSOS combines shading and display settings so that they can be prepared in advance. However, the huge number of potential PSO groups can be overwhelming in complex games with many different materials and display options. Previous methods, such as the “combined PSO cache” of the engine, could not keep up with it. This requires a lot of resources to track it and it was difficult to manage.
The new PSO system before the Unreal system solves some previous problems. When downloading, it examines the comprehensive materials, networks and settings to determine which PSOS (pipelines ’status objects) are likely to be needed. It is prepared during the download screen or before it is needed. If the objects appear later, they can either wait for PSOS ready or use a basic substance instead. This helps reduce the remarkable delay.
It is great for engines to solve this problem. The interesting thing is that this is only a problem due to technology improvements. In the past, games will come with the pre -shading code, which the graphics driver was converting while playing the game. This has succeeded well for the simplest games, but performance problems have appeared as shading turned into more complicated and improved graphics cards.
Keep in mind that dealing with changes in materials is a continuous work and is currently applied only to some shading. For example, global shading (used for effects such as blurring movement) is treated differently and will still see problems. However, there are plans to improve this in the future.
However, Unreal appears to lead the charge to fix this problem for players. We hope to make the permanent solution to shading is affected by something of the past.
source: Unrealistic
(Tagstotranslate) Video Games (T) Video Games