Unreal's equivalent to Unity's computeshader

unity‘s Compute shaders are programs that run on the graphics card, outside of the normal rendering pipeline. They can be used for massively parallel GPGPU algorithms, or to accelerate parts of game rendering.

Thanks for letting me now what a compute core does. Now that I know that I can answer your question.

There is next to no support in Unreal for Compute shaders. Which means you are free to do whatever you want with the compute cores.

This, with a simple google search, may help : [Tutorial] Pixel and Compute Shaders in UE4 - C++ - Epic Developer Community Forums

Google search is a common term for when someone navigates in a web browser to www.google.com and types in a simple search string like “Unreal Compute Shaders”… And it finds documents online that are related to that idea, hopefully. It would drastically improve your turn around time, and make you more productive.

thank you for you help :smiley:

i need computeshader in unreal No longer block game’s logic thread and render’s thread .

:stuck_out_tongue:

https://docs.unity3d.com/Manual/ComputeShaders.html

I think its really a matter of platforms and licensing and etc… You dont just add compute support to unreal. You have to make it work on a dozen platforms. Each with a different api and different gotchas.

There are however already some plugins or modules that do use compute. You might be able to duplicate what they have done. I think there are occlusion queries, and perhaps other things that use compute.

I have been using NVidias Cuda for about 2 weeks now. But this is not code that can be distributed with a game because it only runs on NVidia video cards. However as a tool time, or editor time tool its pretty fantastic.

It would be good to get a broad level of support from unreal. Its not impossible. Just really expensive.

What kind of a garbage answer is this. Answer the question or leave it be. Don’t write “Google it” as it doesn’t help anyone.

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