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Unreal Engine 5.1 detailed, will attempt to fix shader compilation stutters

Epic Games has detailed the key features of the brand new iteration of Unreal Engine 5, Unreal Engine 5.1. According to the dev team, Unreal Engine 5.1 will bring numerous Nanite and Lumen improvements. Moreover, it will attempt to fix the annoying shader compilation stutters we’ve seen in a lot of Unreal Engine 4 games.

As Epic Games explained:

“With the increasing emphasis in UE5 on DX12 and Vulkan, we’re focusing attention on solving the problem of runtime hitches caused by Pipeline State Object creation, which is inherent to those RHIs. The previous solution required a PSO pre-caching process, which could be burdensome for large projects, and still leave gaps in the cache leading to hitches.

Automated PSO Gathering replaces the manual work required to collect all possible PSO combinations for a project, while at the same time keeping the number of PSOs as small as possible.”

Hopefully, Automated PSO Gathering will resolve the shader stuttering issues we’ve reported in the past. Theoretically, both STALKER 2 and Hellblade 2 won’t be using this new version of UE5. Thus, they won’t be able to take advantage of this feature. After all, both of these games are already in development, and there is no ETA on when Unreal Engine 5.1 will come out. So yeah, we can assume that there will be stutters in both of these two games.

Regarding Nanite, Unreal Engine 5.1 will add a programmable rasterization framework. Epic claims that this will open the door to features such as masked materials, two-sided foliage, pixel depth offset, and world position offset.

Lastly, Lumen will get performance optimizations in High scalability mode. The target here is for Lumen High to hit 60fps on current-gen consoles. Additionally, it will have improved support for foliage.

You can read more about the key features of Unreal Engine 5.1. here.

Stay tuned for more!

17 thoughts on “Unreal Engine 5.1 detailed, will attempt to fix shader compilation stutters”

  1. lol after all these years they will finally “attempt” to fix the shader compilation stutters. and most UE4 in DX11 and plenty of UE3 game still have plenty of stutter and fps drops and those don’t even use shader compilation so what’s the excuse there?

    1. Shaders were the main addition to both DX9 & OpenGL 2.0, therefore since then shader compilation stutter can always manifest itself whenever it is done during gameplay instead of loading screens or startup.

      The other main source of stutters are so-called “traversal stutters”, which occur whenever new data is streamed in and old data deleted by the garbage collector.
      These kind of stutters can only be mitigated by intelligent game design by the original developers, which seems to be a lost art nowadays…

  2. lol after all these years they will finally “attempt” to fix the shader compilation stutters. and most UE4 in DX11 and plenty of UE3 game still have plenty of stutter and fps drops and those don’t even use shader compilation so what’s the excuse there?

  3. lol … we’ll see. Epic’ll market this to lure in more devs to jump into the UE5 bandwagon.
    A lot of games are getting delayed recently and why?
    “Delayed because we’re upgrading to UE5” ~ is the latest silly excuse of many devs of 2022-23 games. lol
    UE4 games are already a stutter hell on PCs. Why not try to ship a decent UE4 title, for once?
    Complete the game and then spent time on optimization on your own instead of waiting for Epic to fix the damn engine.
    UE4 build games upgraded to UE5 won’t look much much of a leap and instead will bring in new host of problems if optimization is half-arsed.

    1. If you compare games coming out right now with the dated tech, it’s super obvious which ones are made with UE4, and games using old a*s engines just won’t sell as well unless they have something to show off, so why is it a bad thing to switch now? UE5 has so many new features that it also speeds up the overall timeframe of everything from Lumen lighting to super high definition Nanite meshes for almost everything in the game now. It just blows UE4 out of the water.

    1. More like 2 to 3 if we’re being honest. The time frames on UE5 games is just so much quicker now with easy to configure global lighting. And most companies that were using UE4 before may just find it easier to get to the finish line and just do the polishing with UE5. Like Ashes of Creation.

  4. Hey John, the paid app on Steam, Lossless Scaling, launched version 2.1.6 with a new spacial upscaler algorithm called LS1. It’s achieving better visual results than either Nvidia NIS or FSR 1.0/RSR. You should do an article on it, with some tests if you’d so wish.

  5. Hey John, the paid app on Steam, Lossless Scaling, launched version 2.1.6 with a new spacial upscaler algorithm called LS1. It’s achieving better visual results than either Nvidia NIS or FSR 1.0/RSR. You should do an article on it, with some tests if you’d so wish.

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