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Update tutorials/performance/pipeline_compilations.rst
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Co-authored-by: Clay John <[email protected]>
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DarioSamo and clayjohn authored Oct 1, 2024
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Expand Up @@ -37,7 +37,7 @@ The Godot debugger offers monitors for tracking the amount of pipelines created
- **Mesh**: Compiled as part of loading a 3D mesh and identifying what pipelines can be pre-compiled from its properties. These can lead to stutters if a mesh is loaded from the game loop, but they can be mitigated if the mesh is loaded by using a background thread. **Modifiers that are part of nodes such as material overrides can't be compiled on this step**.
- **Surface**: Compiled when a frame is about to be drawn and 3D objects were instanced on the scene tree for the first time. This can also include compilation for nodes that aren't even visible on the scene tree. The stutter will occur only on the first frame the node is added to the scene, which won't result in an obvious stutter if it happens right after a loading screen.
- **Draw**: Compiled on demand when a 3D object needs to be drawn and an ubershader was not pre-compiled ahead of time. The engine is unable to pre-compile this pipeline due to triggering a case that hasn't been covered yet or a modification that was done to the engine's code. Leads to stutters during gameplay. This is identical to Godot versions before **4.4**.
- **Specialization**: Compiled in the background during gameplay to optimize the framerate. Unable to cause stutters.
- **Specialization**: Compiled in the background during gameplay to optimize the framerate. Unable to cause stutters, but may result in reduced framerates if there are many happening per frame.

Pipeline Pre-Compilation Features
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