Hi all,
I wanted to raise an issue that appeared in several topics a few years ago, yet has become increasingly problematic: shader compilation stutters seem more aggressive lately. As a result, for the first 20–30 seconds, the game constantly stutters as new assets and materials appear on screen and their shaders get compiled. These stutters happen even in basic, simple scenes with little going on, just by moving the camera around. They occur even on powerful devices like my MacBook Pro (M4) and Asus ROG Zephyrus (Windows/RTX 4070), and of course, the situation is worse on mobile devices, which I primarily target.
Some details:
- There were workarounds proposed. 1) Disabling frustum culling for a frame (to force all visible materials to compile) only helps with assets present at startup. It doesn’t solve the problem for materials and templates spawned later, or for custom shaders introduced at runtime.
- Putting all the assets on camera for one frame: I’ve tried forcing all shaders to compile in a single frame by dumping everything at once. This works on PC, but on mobile devices it’s overwhelming—the page dies instantly.
- At this point, I can’t see a viable workaround: the usual tricks either don’t scale or break on lower-end hardware.
I’m aware of related GitHub issues (e.g. #6085
, #3559
), but they seem old or inactive, and I haven’t seen any recent progress or official updates.
My questions:
- Is there any current status or roadmap for addressing this shader compilation issue (especially for mobile)?
- Is there any recommended workaround for scenes that dynamically spawn new materials/templates after load (mobile friendly)?
- Should we expect a fix soon, or is it better to start building our own workaround logic?
Any insights or updates would be much appreciated!