I have a scene with a few complex/heavy objects in it. I have everything set to preload, since I would prefer a longer initial loading time to allow a smooth user experience. Despite all the assets being marked as ‘preload’, the first time the player looks around the room, there are a number of points when it freezes for a moment, presumably to load something in.
Once the player has looked around the room once, it’s completely smooth, so it leads me to believe that things aren’t exactly being fully preloaded. Is there some way to avoid this, to ensure that everything is fully loaded in before getting these visibility hitches?
Hi @steve_wk !
I have run into a similar issue in the past. What’s likely happening is actually shader compilation (when the materials first appear on screen), rather than loading. It will cause the brief hiccup as the shader initially gets compiled and sent to the GPU.
This effect can be amplified when using Clustered Lighting. If your lighting solution is simple, you may want to consider disabling Clistered Lighting.
However, if you need Clustered Lighting, the easiest work around is to make all of your materials/objects visible for the first frame of the application and then disabling them. That will keep the same flow you have now for a longer load but smooth experience.
I hope this is helpful.
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