Unreal Engine 5.2 Will Finally Solve a Huge Problem of Current Games
The latest version of the technology from Epic Games - Unreal Engine 5.2 - has been enhanced with an option that could help solve a huge problem for current games.

A few days ago, Epic Games released Unreal Engine 5.2, an improved version of its graphics engine. As it turns out, it has an option that will help alleviate one of PC gamers' biggest problems.
DX12 PSO Precaching, as it is referred to, is actually an improved version of Pipeline Static Object. The modifications in this case concerned the cache. As of now, the engine allows for automatization of collecting and building shaders. Thanks to this, the problem of short game stutters when a new shader appears will be eliminated.
One must it that such an option is extremely tempting. It is enough to recall how problematic the release of The Last of Us Part I was. Naughty Dog's proprietary engine powering the game did not handle shader loading very well, causing players to have to wait a very long time for the game to boot up.
The solution proposed by Epic Games in Unreal Engine 5.2 may make this problem less frequent. Of course, developers must first reach out to this particular engine and decide to implement DX12 PSO Precaching.
It is worth recalling here that already at the time of the State of Unreal show in March, the new version of the graphics engine from Epic Games was very impressive. One need only recall the technical demo showing how realistic and yet easy to edit a world created in Unreal Engine 5.2 can be.
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