I currently experience 7-8 hour initial build times on a 16 core machine, all 32 threads are 100% utilized, due to the shader variants. Successive builds GTLFUtility adds 5-6 minutes to builds where it takes 10 seconds without it, additionally application load time is increased by a few seconds.
Question is how do I limit the massive amount of shader variants and increase build and load times. This is very restrictive to do for every project.
Additional note, if there is any Ray Tracing enabled in the scene then the app will crash, remove the GLTFUtility shaders and it runs.
I currently experience 7-8 hour initial build times on a 16 core machine, all 32 threads are 100% utilized, due to the shader variants. Successive builds GTLFUtility adds 5-6 minutes to builds where it takes 10 seconds without it, additionally application load time is increased by a few seconds.
Question is how do I limit the massive amount of shader variants and increase build and load times. This is very restrictive to do for every project.
Additional note, if there is any Ray Tracing enabled in the scene then the app will crash, remove the GLTFUtility shaders and it runs.