PVRTextureTool during Mac Build uses only one core
We have a moderate size iOS app that is very slow to build. Our build machine is a maxed out Late 2013 8-core Mac Pro w/ 64 gigs of RAM. We're currently on 4.6.1 release. Each device build take hours. Five or six hours on this beefy machine. When our team members working on laptops go to do device builds, it can take 12-15 hours or even more.
This is really unacceptable and is slowing us down.
Watching the build in
Is there any way we can workaround this? Are there any plans to fix it in future releases Ideally, it should be compressing on at least 8 threads to maximize the use of system resources.
asked Jan 22 '15 at 11:17 PM in Bug Reports
Has there been any progress on this? We have finally managed to get automated builds using Jenkins, but anytime we rebuild lighting it takes several hours to create a build unless someone logs into the Mac and gives focus to the UE4Editor process (which drops the build time to 15 minutes).
I tried modifying the engine to get rid of the "low profile" mode but nothing I did worked. I tried making UEditorEngine::ShouldThrottleCPUUsage() return false when running a commandlet (which should be the case when cooking), but it had no effect, which leads me to suspect something else is at work here. The editor is sleeping something between 20 and 40 seconds between each texture that needs to be compressed. This only happens when compressing textures, which uses async tasks, but I couldn't find which could be causing the async tasks to wait so much time.
At least a pointer towards where I could look (and hack) in the code would be helpful.
answered Jul 14 '15 at 07:07 PM
Since the build times have been decreased, would you be ok with closing out this post since Peter has stated that this is a know issue? If closed and you see the issue continue to occur, you could reopen this issue so that I would be able to further investigate.
answered Feb 13 '15 at 07:59 PM
[Epic] Gribbs ♦♦ STAFF
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