In my experience with the real-time shader compilation bullshit, it doesn’t even out until you’ve explored most of the game unless it’s a game with very minimal aesthetic differences between areas. Each new level/area/biome will stutter like hell until it has had a chance to compile whatever the fuck it’s doing.
Technically it’s everything it’s any steam game. It’s a community resource.
It doesn’t always work, sometimes it makes things worse, some times it helps.
It’s a real crap shoot.
And if you play a lot of games it can be a LOT of storage space. For example my shader precache right now is 90gigs. Cause I play a bunch of different games so every game has to have it all saved.
Compiling at run time or during game play means those shaders only use ram for the duration of the game instead of physical storage space on top of ram during game play.
I’m fairly sure downloading/preloading shaders is a thing only for steamdeck, as the compilation result is different based on hardware & driver versions. Only “fixed” target valve has is steamdeck.
edit: actually, I might be combining two different things in my mind. Steam has downloading precompiled shaders for games for steamdeck, but has the preload/precompiling option for other systems?
In my experience with the real-time shader compilation bullshit, it doesn’t even out until you’ve explored most of the game unless it’s a game with very minimal aesthetic differences between areas. Each new level/area/biome will stutter like hell until it has had a chance to compile whatever the fuck it’s doing.
You can preload the shaders in steam. It’s in the settings menu somewhere.
For anything that does this, or just Borderlands 4?
Better games just pre-compile them so you don’t even have to wait for anything.
Technically it’s everything it’s any steam game. It’s a community resource.
It doesn’t always work, sometimes it makes things worse, some times it helps.
It’s a real crap shoot.
And if you play a lot of games it can be a LOT of storage space. For example my shader precache right now is 90gigs. Cause I play a bunch of different games so every game has to have it all saved.
Compiling at run time or during game play means those shaders only use ram for the duration of the game instead of physical storage space on top of ram during game play.
You can preload any games shaders in steam, as far as I know. Mainly it helps with loading times.
I’m fairly sure downloading/preloading shaders is a thing only for steamdeck, as the compilation result is different based on hardware & driver versions. Only “fixed” target valve has is steamdeck.
edit: actually, I might be combining two different things in my mind. Steam has downloading precompiled shaders for games for steamdeck, but has the preload/precompiling option for other systems?
Linux has that for vulkan shaders but like, you still get compiling shaders when loading in bl4 even after that.
I don’t recall satisfactory having that issue and it’s ue5 afaik, hits a solid fps too even with global illumination on.
That’s possible it’s only for the deck. I didn’t consider that.
It’s all systems but only for vulkan. So outside of Linux it’s not used much since most windows games are direct X not Vulkan.
And even then some games use both so while you have the Vulkan shaders you still may need to compile direct X shaders.