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2025-01-19 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Internet Technology >
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Editor to share with you what pso cache refers to, I believe that most people do not know much about it, so share this article for your reference, I hope you can learn a lot after reading this article, let's go to know it!
Pso has two meanings, namely: 1, refers to the process certification "Process Sign-Off", which is the customer's audit of the production process of the supplier / foundry; 2, refers to the particle swarm optimization algorithm.
Operating environment of this paper: Windows7 system, Dell G3.
PSO first refers to process certification (Process Sign-Off), which is the customer's audit of the production process carried out by the supplier / contract factory, and the other refers to the particle swarm optimization algorithm.
When the Link is finished, generate a program, and we will take the data, save it, and store it in a file. I made a virtual file system, and the key of this virtual file is the data of that program. After saving, this file is empty when you run the game for the first time.
Link every time, and then deposit it. When you run it the second time, things will get better. Link before, I directly found in the file, through this Program loaded into, do not need to set up Shader, also do not need Link, can be used directly.
The third is multiple PSOcachefile. UE4 itself has a function of caching PSO, which was originally called Shadercache and later changed to pipelinecache. He has only one file, and we have improved this function. When recording, we can record a lot of files.
For example, when we were in the Boss war, that Boss had never been out before. As soon as he comes out, no matter you are Link or whatever, he will be stuttered. Because even if you Link, the moment he sends it to the graphics card, the moment he sends it to the camera, he will have a certain amount of time to spend. And then when that Boss never showed up.
As soon as it comes out, it gets stuck, which is not very effective. In addition, after our game runs Loading, we need to play a CG. That CG has a lot of resources that are not used by the game, and it will also get stuck. We still want to use the PSO function of the engine, record the function, and then warm it up.
But one is not enough, especially when there are monsters. Then we made a cache to record different PSO. PSOcache needs to record and render all the parameters, Shader, and all kinds of parameters. After recording, when you need to play these, need to draw these files, it will run these things for you in the background.
In this way, you won't get stuttered when you actually render the model, and we've made several of these files. For example, at the end of the Loading bar, we need to play CG, then at the end of the Loading bar, load the recorded file corresponding to the scene. When the CG is played, it will be very smooth.
Not a trace of Catton. The same is true for boss. When it is time to broadcast boss, we also load this cache file in the background. If we preheat it like this, we will achieve a very good smoothing effect. That's probably all for today's sharing. Thank you very much.
The above is all the content of the article "what does pso caching mean?" Thank you for reading! I believe we all have a certain understanding, hope to share the content to help you, if you want to learn more knowledge, welcome to follow the industry information channel!
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