Why am I experiencing extremely slow compiling times?

Wait until he is done, once he gonna do it you won’t see it for a while. You dont see textures because shaders are not yet ready which you actully guessed it

I have seen this posted elsewhere and have tried everything everyone has recommended to no Avail. It is currently taking over an hour to compile shaders for Example “Effects Cave”. Every thing was working fine prior to recent computer upgrade and loading Windows 8.1. It now spikes the processor to 100% for the duration of the shader compile (Over an hour) I have tested it using third person demo map and it works fine with no textures. It seems to be directly related to large shader compilations in both 4.3 and 4.2. I also use this machine for video editing and VFX work with adobe products and have no issues with even the most complex renders, Autodesk Maya is also working fine as is C4D. The issue is unique to my unreal engine.

Windows 8.1,
24 GB Ram,
Phenom II Quad Core 3.2 GHZ,
MSI Motherboard,
Nvidia GTX 760,
All drivers and updates are 100%,

I appreciate the response but simply waiting for it is not a viable answer for me when it has worked fine for the last 2 months and now after increasing computer performance it is significantly slower. to the point of almost being unusable.

Hi,

Shader compile times can take a bit especially if there is a lot to compile. However, I do have a few questions. I cleared out any copy of Effects Cave I had and re-downloaded from Marketplace to see how long the compile times to start with are and there were none. Everything in my system loads in with no compile to begin with. Can you confirm this is the case for you or not?

I did open one material and disconnected a pin and reconnected it so I could apply the material. When doing this the compile shaders jumped to about 2500, which is expected. It took a few minutes to compile and square itself away.

Are you opening and editing any materials at all, Are you having this issue with any other content example from Marketplace? The templates are a not a good test because there isn’t really that much in them to generate shaders compile times.
link text
I’ve attached my DxDiag as well for comparison.

I uninstalled “Effects Cave” and reloaded/relaunched in 4.3 and did not need to recompile either. However when I went to “Build” the Map it took 28 minutes to rebuild lighting. If this is normal then so be it but it seems very slow to me based on my experience using it over the past few months. The system just seems to be maxed out for longer periods of time and take much longer when rebuilding anything then it did before.

I have been running Unreal versions 4.1, 4.2, 4.3 for months now and truthfully did not have that many issues until I upgraded my system to Windows 8.1 (From windows 7), a new motherboard(MSI), 24GB (From 8GB) and a primary hard drive to 4 TB from (500GB) running in ACHI mode.

Whenever it is taking this long it is maxing out all 4 cores of my processor at 100% for the entire time.

Thanks for the help.

OK, Something is Definitely wrong. Today I added a single broad leaf speed tree to a single material terrain. When I went to build it. It builds lighting (Which took 19 Minutes) and then an additional 48 Minutes for it to compile the 9093 textures that were created. Once again processor on all cores is maxed out at 100% for the duration of the build. Should it be taking over an hour to place a single tree on a flat plane?

OK, Something is Definitely wrong. Today I added a single broad leaf speed tree to a single material terrain. When I went to build it. It builds lighting (Which took 19 Minutes) and then an additional 48 Minutes for it to compile the 9093 textures that were created. Once again processor on all cores is maxed out at 100% for the duration of the build. Should it be taking over an hour to place a single tree on a flat plane?

Not sure if this might help. Latest lighting build threw this error after 20 plus minutes.

I’ve run a test build of lighting for the Effects Cave on preview lighting in 4.3 and It was about halfway done at the 10-12 minute mark with CPU usage at ~100%.

I’ve run another test on build lighting for Effects Cave on preview lighting in 4.2.1, I let this one go completely through for a build time of ~20-22 minutes with CPU usage at ~100%

One of my colleagues tested building lighting on Effects Cave with 4.3. CPU usage was at ~100% with letting it build for ~10 minutes for the half way mark of the build.

Everything on our seems to be in order and comparable here.

Next to test your landscape issue I did the following:

  • I started a new project in 4.3 with the starter content.

  • Next I made a landscape and used the default settings.

  • I applied the M_Ground_Grass material to the landscape

  • I imported the BroadLeaf_desktop asset that’s provide free by SpeedTree

  • I placed the tree on the landscape

  • I hit Build

There were only a couple hundred shaders that needed to compile.
The build process took ~2 minutes.

Next I deleted the landscape and added a new one.
This time the maximum size on everything I could.
Light build has been going for about 10 minutes now and it’s only at 24%.

The biggest thing to note here is on your lighting log is that Lightmass crashed.

So my question with that happening is: Do you have a lightmass Importance Volume in your scene? If not, please add one and test your build time. This will greatly speed up your build times as this volume will bake higher quality shadows in this volume. It is not wise to have it cover the entire area, you will face the same problem. Have lightmass in areas that are playable is best. For large worlds to alleviate this you should use our new World Composition tool for open worlds to make this much easier.

Continued more below…

Continued…

Another thing. I’m curious what your material is doing to get 9000+ shaders to compile.

Can you give me detailed steps for what you’re doing with setting up the landscape and materials.
Did you use a material that was provided in the starter content and drag that on the landscape or did you create a new one? If so, can you post a screen shot of that material setup?

Also, the tree you’re using, is it the one I had mentioned that was in the free SpeedTree pack?

Thanks for any details you can provide! :slight_smile:

Tim

Hi forgotttengolem,

Since I’ve not heard from you in a few days I’m going to mark this as resolved for our tracking purposes. If you have any further questions regarding the compile times feel free to post here.

Thank you!

Tim