What are "Pipeline State Objects"? #StutterStruggle
Note: In the opening I mention "Pipeline Shader Objects", this should be "Pipeline State Objects".
PSO Caching
The PSO Caching Documentation is a must read.
As of 5.3 and above the documentation on PSO Caching has improved to clarify the process. The following videos will focus on the practical implementation side of things by showing you an actual (sample) game project with both PSO Preaching (new in 5.1) and Bundled PSOs (UE4 + UE5) enabled.
OpenGL & Metal RHIs: The following videos all focus on the (Windows) DX12 implementation of shader caching. There is only minor documentation for the OpenGL and Metal APIs.
I have written my own Unreal PSO Caching Article which covers most of what we cover in the next several lessons. The article should be a convenient reference for your own implementation after having watched the lessons.
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