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  1. #1
    MSgt. Shooter Person
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    Question How to reduce the time on Shader compiling at UDK startup on iphone?

    My Game takes about 1:17 min to compiling shader:

    [0006.63] Log: Starting shader compiling
    [0083.90] Log: Shader compiling: 1:17 min


  2. #2
    MSgt. Shooter Person
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    Default

    clear out unnecessary packages(.upk) and scripts(.u) will make it a little shorter, based on my practice.

  3. #3
    MSgt. Shooter Person
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    Why we cannot completely do shader compiling on PC?

  4. #4
    MSgt. Shooter Person
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    Also why do you need so many different shaders? If you reuse shaders with a different textures it will save you on compiling time.

  5. #5
    MSgt. Shooter Person
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    How to reuse shaders with a different textures? It seems like that we cannot use Material Instance on ios.

  6. #6
    MSgt. Shooter Person
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    All materials that have the same setup only count as one shader to calculate. The time keeps increasing the more different combinations you have. So for example only diffuse... diffuse+alpha.... diffuse+normalmap+alpha... diffuse+normalmap are all different shader calculations. If all of these would have only diffuse there would be only one calculation on startup!!

  7. #7
    MSgt. Shooter Person
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    Cool, I will try it!

  8. #8
    MSgt. Shooter Person
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    Material Instance Constant (MIC) is supported on iOS, however they are limited just as materials are. If you are just wanting to swap out a diffuse, you can do this, but in every MIC you'll need to make sure you set your Mobile Parameter Groups as well as your created Parameters.
    Engine QA | Epic Games, Inc

  9. #9
    MSgt. Shooter Person
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    How to create MIC for mobile? just like as the PC?

  10. #10
    MSgt. Shooter Person
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    Gamertag: TGB Murat

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    You can use MIC but you cannot change value of vector or scalar param on MIC.


 

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