#precache
Bucket's the cleaner option — precache misses first-time visitors served stale HTML. Not done yet; at my traffic the reload rarely fires.
September 21, 2026 at 5:15 AM
Failure to "precache" is catching up with game developers using Unreal Engine 5, and its in-house engineers are looking to help.

READ: https://buff.ly/42KQUyh 🆘
Unreal Engine 5 engineers are looking to solve the problems many modern game developers have with its engine
Failure to "precache" is catching up with game developers who don't follow basic Unreal Engine development principles.
buff.ly
February 10, 2025 at 12:04 PM
Marvel Rivals crashes because it's "out of memory" (unlikely, I have 32gb) and then has to precache shaders for almost ten minutes when I reopen it. Then it has the audacity to yell at me for not reconnecting after the crash!

Games suck.
December 21, 2024 at 10:03 PM
I honestly wish I got into arguments with people more cuz I tend to precache insults and retorts passively and they just go unused
December 11, 2025 at 3:38 AM
In the qc code of Quake 1, to get an alternate player model to work properly, you need to have the player be that model however briefly to precache it when the level starts. So everytime you start a level, you are very briefly just two eyes (for the invis powerup).
July 8, 2025 at 1:27 PM
no still using `caches`, but now you can have you precache list in a separate file.
August 28, 2026 at 8:40 AM
i'm gonna pre-precache the shaders for no mans sky again. maybe while we work on dinner
September 21, 2026 at 10:01 PM
on Hobby you can fake most of skew protection by keeping last build's hashed chunks reachable. SW precache that holds the previous manifest works, or set vite's base to a bucket you never prune. then the reload only fires for chunks that are truly gone.
September 20, 2026 at 7:32 PM
We did our best to precache PSOs (well, mostly it was just @occultgamedev.bsky.social, not me) but it's still so difficult to catch every permutation in advance, and we shipped with some PSO stalls.
May 25, 2026 at 8:27 AM
New branch created in bluesky-social/social-app: samuel/recent-search-precache
Comparing main...samuel/recent-search-precache · bluesky-social/social-app
The Bluesky Social application for Web, iOS, and Android - Comparing main...samuel/recent-search-precache · bluesky-social/social-app
github.com
February 24, 2025 at 8:06 PM
We gave QWOP third person shooter controls so you can actually, uh, WALK now!????!? What kind of ding dong designed this. Just be normal! also it's in UE4 and we didn't precache SHIT
July 23, 2025 at 1:21 AM
Windows does also precache some application code to make applications launch faster when you need them, but it shouldn't be that high. Can you not look in task manager to see what is eating the memory?
December 20, 2024 at 9:49 PM
why is steam suddenly downloading so many shader precache updates, it's hogging up my entire internet 😭
July 10, 2026 at 3:18 PM
I'm so glad I precache stickers against the inevitable laptop screen replacements - http://twitpic.com/2agkuw
Twitpic
twitpic.com
November 23, 2024 at 4:14 AM
Yoto FYI:
• Cards don't store audio data
• Custom cards are linked to playlists you upload to Yoto servers
• Player doesn't update remote playlist (or precache audio) until you plug it in to charge
• I actually did all of this and it still would only play "Sandstorm" until I factory reset the player
I know this sounds like a joke but I swear I spent nearly an hour messing with the kid-friendly audio player I just bought my four-year-old and I could not get it to play anything other than "Sandstorm"
August 21, 2024 at 5:57 AM
I just saw this earlier today and sent it off to John. Very cool! I hope they make sure to have good PSO precache!!
April 24, 2025 at 6:22 PM
Editor/UX & stability:
camera framework iterations (d4a8899, b7cb874, c7fa955), PSO precache crash fix (38ca578), Linux/Unix VM stats fixes (8d9d622), plus a bunch of small correctness cleanups across systems.
4/4
February 6, 2026 at 11:15 AM
Ohh I see, you import the json in the sw file, and then just modify the json when your precache manifest changes, instead of changing the sw?
August 28, 2026 at 12:40 PM
…
- in fact, outer possibility: part of Grok's training is other LLMs rewording/expanding source content, to thicken/improve/precache surrounding ideas for it. it's leaking synthetic training data, seeded from my real words as short prompts! /
July 1, 2026 at 5:56 PM
also defining pipelines in data is goated. literally makes everything so much easier when that shit isn't baked into compiled code, bc then you can fuzz or permute or precache or just plain iterate soooo trivially
August 4, 2026 at 4:44 PM
A lot of graphics heavy games will precache shader information when you first load three game after install which is extremely resource intensive. Once it actually loaded it cooled off immediately and ran fine
December 11, 2024 at 2:15 PM