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"Compiling shaders" uses CPU instead of GPU - How to optimize?

Hello,

So I just downloaded the matinee fight scene to check it out, and after opening it, it started to compile shaders. I checked my CPU temperature and noticed it went up to 90 degrees - it usually at 70 MAX.

Is there a way to tell UE4 to compile shaders/ process everything with my GPU?

Is it doing this already and my CPU is just getting hot?

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asked Jan 01 '15 at 03:19 PM in Using UE4

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ShrewGlue
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2 answers: sort voted first
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answered Mar 18 '15 at 02:30 PM

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Missu
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avatar image vinz243 Jun 04 '15 at 06:07 PM

Hey, can you repost the link it's not working thanks.

avatar image infiniteworld07 Mar 20 '18 at 04:48 PM

same issue, please repost your link, thank you very much =)) <3

avatar image Imagine-Games Aug 02 '18 at 12:13 AM

please repost the link, or at least some information to what the video says? link is broken

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Shaders are usually compiled by the software that runs on your CPU, not on your GPU. Once it's compiled, the shaders RUN on the GPU. A GPU really is not designed to do tasks like compiling... maybe theoretically it can be possible, but I haven't heard of it yet :) hope that answers your question

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answered Aug 11 '15 at 01:39 PM

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BramV
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avatar image AlexToucan Mar 20 '18 at 04:53 PM

I don't think a GPU could compile shaders. Compilation of code can be thought of as a long and thin process, where the next set of operations are dependent on the last. This means it's difficult, if not impossible, to fork to multiple cores. GPUs are made up of many really small processors optimized specifically for 4x4 matrix multiplication. Even if it were feasible to compile shaders on the GPU, it would certainly take longer than if it were done on the CPU.

avatar image Kel Knight Oct 31 '18 at 06:36 AM

Sorry to say @AlexToucan but your answer is completely incorrect. It is absolutely possible and in fact extremely common for large compilation tasks to be spread across as many threads as possible. The base unreal engine itself will fully utilise all available cpu core/threads when compiling. There also exists tools like IncrediBuild (which unreal has native support for) that can distribute compilation across dozens, hundreds or even thousands of threads.

avatar image AlexToucan Oct 31 '18 at 03:31 PM

I was actually just looking up something similar last night, weird. Thank you for the correction! Yeah, multiple techniques can be processed on different cores. This is so cool! If you haven't already, check out OpenCL!

avatar image MTurk Nov 29 '18 at 10:54 AM

so guys, how can we do that XD

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