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Document pipeline precompilation and ubershaders not being available in Compatibility
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@@ -3,6 +3,19 @@
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Reducing stutter from shader (pipeline) compilations
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====================================================
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.. warning::
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This page only applies to the Forward+ and Mobile renderers, not Compatibility.
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Ubershaders and pipeline precompilation rely on functionality only available
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in modern low-level graphics APIs (Vulkan, Direct3D 12, Metal). The Compatibility
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renderer uses OpenGL 3.3, OpenGL ES 3.0, or WebGL 2.0 depending on the platform.
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These versions lack the functionality to effectively implement ubershaders
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and pipeline precompilation.
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To avoid shader stutters in Compatibility, you need to use the legacy
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approach of preloading materials, shaders, and particles by displaying them
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for at least one frame in the view frustum when the level is loading.
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Pipeline compilation, also commonly known as shader compilation, is an expensive
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operation required by the engine to be able to draw any kind of content with the
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GPU.
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@@ -116,7 +129,7 @@ yourself without deleting your driver cache or testing on a weaker system.
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yet or a modification that was done to the engine's code. Leads to stutters
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during gameplay. This is identical to Godot versions before 4.4. If you
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see compilations here, please
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`let the developers know <https://github.com/godotengine/godot/issues>`
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`let the developers know <https://github.com/godotengine/godot/issues>`__
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as this should never happen with the Ubershader system.
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Make sure to attach a minimal reproduction project when doing so.
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- **Specialization**: Compiled in the background during gameplay to optimize the
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