The Shader Permutation Problem - Part 1: How Did We Get Here

The Shader Permutation Problem - Part 1: How Did We Get Here?

It is no secret that we tend to have a bit of a problem with shader permutations in real-time graphics. It’s such a bad problem that it not only affects graphics programmers, but also trickles down to all of the other content creators that use an engine. If you don’t believe me, just go ahead and search for “unreal compiling shaders meme” on Google images and see what comes up. There are many great ones to choose from, but personally I am a bit partial to this one:

Related Keywords

Executeindirect Drawindirect , Drawindirect Dispatchindirect , Google , Monolithic Shader Program , Few Shaders Among , Pipeline State Object , Shader Model ,

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