You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Local shader compiler: - Not making 1 job batches (for High prio jobs) on startup - Randomizing pending job selection to reduce chance that multiple 60+ sec jobs get into a single batch (the above have the most effect on speed up, below is optional/misc) - Pushing the completed jobs back to manager before, and not after, pulling new ones to reduce idle time - Processing jobs in FIFO rather than LIFO order (change to LIFO seems like an ODSC regression? Hard to say definitively if it's a regression from the numbers, but seems odd to have the earliest jobs processed last) - Parallel processing of input and output files (starts sequential by default to reduce the CPU overhead, but is enabled if we ever see too long write/read) - More insights scopes Distributed: - Not avoiding local machine for XGE on startup Both: - Input file compression (disabled by default, need to better figure out when it's beneficial in a general case. Mostly for people with really slow I/O and XGE over VPN). - More stats, also more dense stat output. Removed an unimportant one, added stats about the batches. #rb Jason.Nadro, Ben.Ingram #[review] [at]Jason.Nadro, [at]Ben.Ingram #preflight 6132ec79bf137d0001ae91ee #jira UE-125101 #ushell-cherrypick of 17448576 by Arciel.Rekman #ROBOMERGE-AUTHOR: arciel.rekman #ROBOMERGE-SOURCE: CL 17448989 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17448996 by arciel rekman in ue5-release-engine-test branch]