Lead Core Tech Programmer @ MADFINGER Games

Slovenská republika
Joined March 2015
Niagara powered Gaussian Splats for UE. ue5-main github.com/EpicGames/UnrealE…
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Unreal Toolbox is getting a lot of changes recently. Looks like we will be able to install new tools from GitHub marketplace. github.com/EpicGames/UnrealE…
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ue5-main, WIP Nanite Translucency github.com/EpicGames/UnrealE…
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UE5 implementation of the new DirectX Advanced Shader Delivery is in progress. github.com/EpicGames/UnrealE… devblogs.microsoft.com/direc…
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Ondrej Hrušovský retweeted
New plugin added to the Unreal main branch. Enables one of the productive ways of working with AI-assisted coding. "Epic Code Assistant integration for Unreal Editor - enables AI-assisted development through MCP protocol." github.com/EpicGames/UnrealE…
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ue5-main Future successor of 'obj list'? github.com/EpicGames/UnrealE…
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Ondrej Hrušovský retweeted
UE 5.7 comes with the Async Message System (aka Lyra’s Gameplay Message Router v2.0). See comments for C++ usage 🧵 #UE5 #UETips
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Last year we proposed a new PSO precaching memory management solution to Epic to address a critical source of PSO stutter. Epic has now implemented it, it is planned for UE 5.8, and already visible in ue5-main. Thread 🧵
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Finally, note that bundled PSO and runtime PSO precaching combination had breaking issues in UE 5.5. These have since been fixed in newer engine versions, improving stability of combined workflows.
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Along the way, we identified, fixed and reported several PSO handling issues. One small but critical change that eliminated severe stuttering for us landed late in UE 5.7.0. github.com/EpicGames/UnrealE…
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Epic implemented this as r.PSOPrecache.KeepInMemoryForActiveMaterials. It is planned for UE 5.8 and already visible in ue5-main. Early testing suggests this can finally allow safe PSO eviction. github.com/EpicGames/UnrealE…
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To solve this properly, we proposed reference counting PSOs based on active materials, so PSOs stay resident only while source materials are in memory.
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The only fully reliable workaround for us was keeping all PSOs resident indefinitely via D3D12.PSOPrecache.KeepLowLevel. This avoids stutters but increases memory usage and can even trigger hard to understand GPU crashes.
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Epic added r.PSOPrecache.KeepInMemoryUntilUsed as a mitigation. It keeps a rolling buffer of precached PSOs, but once the buffer wraps, stutters can return, especially when revisiting areas. It is enabled by default in 5.7.2 hotfix. github.com/EpicGames/UnrealE…
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Background: PSO stuttering can still happen even with all common precaching CVars. A known issue is that some GPU drivers may take up to ~30ms to fetch already cached PSOs, which breaks the original assumptions of PSO precaching that the cache is warm and PSO can be released.
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