Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
Issue ID
863868
Regression
No
Shader prewarming doesn't actually work on most renderers
Shader prewarming (currently done in SaveAndLoadHelper.cpp::InitializeEngineGraphics()) doesn't actually do anything on most renderers. This is because it is called before the resolution has been set (even before the display settings dialog is shown), and therefore the renderer does not yet have a backbuffer. Older renderers (D3D11, D3D9, GL) probably have just silently ignored the rendering calls.
Suggested fix is to move prewarming to happen after the first SetResolution call, but is going to need a good bit of QA to make sure it doesn't Break Things.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
won't fix this because this will be improved in future features.