Do you really need to compile shaders in your pc? Does it change depending if you have AMD, Nvidia or Intel?
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Do you really need to compile shaders in your pc? Does it change depending if you have AMD, Nvidia or Intel?
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only takes like 30 seconds for me but i have a good setup. used to take forever on my old pc idk why
They're driver and hardware specific. That option is not named correctly anyway, its also required for proprietary codecs.
>FOURTY SEVEN gigabytes of shaders
I hate modern software so fricking much
You always need to compile shaders. The question here is whether you should download pre-compiled shaders from Steam so that you don't need to compile them at runtime. If you want better performance, yes, you need to do that.
But how better it gets? Is it worth it?
I assume it is, why else would Valve use so much bandwidth for it?
yes, otherwise the game may be randomly stuttering as you play through it when it decides that it needs to compile a specific shader
I like when games do it because it's one of the few times I get to see my processor fully utilized (for like one minute maybe lol).
I don't know about 47 GB though, what's up with that?
I download most of my games
I kneel.
I used to have most of my games installed on my storage drive (big, slow hard drive) to transfer to an SSD if I ever felt like playing them, but then I got gigabit Internet and realized my hard drive really isn't that much faster than my download speed lol. In some cases it's slower.
>modern games compile shaders in hot render loop and not before it
uhhh gamedev bros?
Game devs are too moronic to compile shaders right before they're needed, I doubt most of them even know what a shader is
in OpenGL at least you're forced to compile manually and API doesn't even have a way to cache them inbetween program runs, game engines hide all of this
they hate the idea of precompiling shaders since it causes a long load time once in a blue moon, also it seems like by and large people who don't understand graphics programming use directx12 and people who do use vulkan
vulkan's actually added a whole bunch of features to make dealing with pipeline compilation easier like the ability to build a temporary slow version of a shader to replace by the actually optimized one you can compile asynchronously or pipeline libraries for reusing compiled code between shader permutations
while i don't think directx has done much to address it
confounding the problem
>there's just way too many shaders in many modern games because some idiot came up with the idea of using one shader per material
>shaders in general being badly written
>shaders using preprocessor based permutation instead of runtime branching when bottlenecking is nowhere near as much of a concern
>artists using no code tools that don't know what they're doing and couldn't even make good decisions if they did because the implementation is hidden making even worse shaders than the ones most game devs make
>one shader per material
what the frick, I already thought that having one shader per material type such as glass, solids and simulated water needing 3 shaders was already too much
Lots of modern games work like emulators, they don't know in advance what pipeline states will be needed. Bit stupid but what can you do, the market doesn't care.
If I was a modern AAA slop enjoyer to such a degree that I had Steam installed and a big library of slop, you wanna have at least 2TB of data space so why would 50GB be a big deal?
Now if you just wanna play one game that would suck, yeah. But I'd get upset at having to install Steam at all in that case, forget the shaders
I had steam installed just for TF2 and then steam started expecting me to install pipewire and what not
yes, yes
AMD Mesa drivers doesn't need it since version 23.something