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"Shader optimization 34%"

LiquidMetal14

hide your water-based mammals
Hopefully direct storage and other advances smooth this out while not taking away from an expected smooth experience when running HW like mine and other enthusiasts (4090/7900x3D).

I expect little to no struggles with any games get some have some occasional issues like Sackboy Adventures pre-patch. I appreciate all the things happening to advance and better performance but shader compilation is something we need to solve as soon as possible.
 

poppabk

Cheeks Spread for Digital Only Future
Fuck off with this shit. Every damn game anymore.

Why is this all of a sudden a thing as of like 3 years ago!?
This is a good thing. It's not like you didn't just spend 30 minutes downloading 120 gig of data anyway. They could, and some do, have it is an option if you are desperate to start playing and can't wait another two minutes but it should always be available.
 

Braag

Member
I don't really mind it. Takes maybe 20 - 30 seconds on my system to compile the shaders. Rather that than have the beginning of the game be a complete stuttering mess.
 

octiny

Banned
p8dhBj6.gif
 
What's going on lol

Not sure if OP is talking about the same thing here but i hate having to wait in Call Of Duty for the shaders to load before I can start a multiplayer match.

Is that what this is? is this what's fuelling OP's rage?
 

Comandr

Member
What's going on lol

Not sure if OP is talking about the same thing here but i hate having to wait in Call Of Duty for the shaders to load before I can start a multiplayer match.

Is that what this is? is this what's fuelling OP's rage?
It would be funny if it was and then the devs removed it. So now instead of precaching every time he tried to change guns or shoot or do anything in the middle of the match it stuttered to hell and his k/d ratio became irreparable. Then he'd really explode.
 

SeraphJan

Member
This is probability the only area where console had an advantage due to unified platform, shader could be pre-compiled instead of real time compilation. In terms of PC gaming, everyone have different hardware, different drivers and OS, the shader have to compile in real time which translate high level language into low level machine language for your hardware to recognize, most traversal stutter happens when new area is compiling, this is just a limitation due to how diverse PC hardware are. However there are trick to hide it instead of causing stutter, good optimized game rarely stutters.
 
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bitbydeath

Member
Because games are developed for consoles which use SSD’s now while PC having a multitude of setups are requiring to pass through slower RAM.
 

Goon_Bong

Member
It really does. Devs are taking PC more and more seriously, taking the time to include PC only optimizations to prevent issues like shader stutter. Glad you noticed.
I was thinking along the lines of poorly optimised ports, shader stuttering, underdone keyboard and mouse support and of course, who doesn’t want to wait for shaders to compile after each update.

Sounds like this is the future.
 

Goon_Bong

Member
Consoles have to compile shaders too. It's just done when an update is installed since all consoles share an identical configuration.
Consoles don’t have to compile shaders. Shaders are precompiled by the developers and delivered as part of the game install including updates as every machine is identical.

Microsoft and the wider PC industry need to find a solution. Gaming on PC last gen was preferable due to fewer of these issues being present and no 60fps on consoles but the scrappy experience on PC now really isn’t sustainable.
 

Lasha

Member
Consoles don’t have to compile shaders. Shaders are precompiled by the developers and delivered as part of the game install including updates as every machine is identical.

Microsoft and the wider PC industry need to find a solution. Gaming on PC last gen was preferable due to fewer of these issues being present and no 60fps on consoles but the scrappy experience on PC now really isn’t sustainable.
Which is what I wrote. Its done at update because they are identical. I'm sorry if I wasn't clear.

The solution is for developers to allow compiling on first run or to use vendor features like Nvidia's shader cache.
 

Griffon

Member
Can someone explain why this shit wasn't much of a problem on DX11 and OpenGL, but now happens all the fucking time in DX12 and Vulkan?
 

Goon_Bong

Member
Which is what I wrote. Its done at update because they are identical. I'm sorry if I wasn't clear.

The solution is for developers to allow compiling on first run or to use vendor features like Nvidia's shader cache.
Are you saying they’re done on the console or done by the developer before delivery of the game files?
 
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RoboFu

One of the green rats
Can someone explain why this shit wasn't much of a problem on DX11 and OpenGL, but now happens all the fucking time in DX12 and Vulkan?
Shaders use to be very small. That’s the short of it.
Now they are many and huge with multiple branching options depending on your brand and model of gpu.

Since as far back as I remember .. at least 2014. Shaders have been like this.. Shaders get compiled to byte code by the dev on publish but then that byte code gets compiled by your specific gpu for optimization.
 
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winjer

Gold Member
Fuck off with this shit. Every damn game anymore.

Why is this all of a sudden a thing as of like 3 years ago!?

Shaders have become much more complex. And low level APIs, like DX12 and Vulkan, changed how shaders are arranged internally.
This brings big performance gains. But it requires longer shader compilation.
Consoles can ship with pre-compiled shaders, because it's a closed system, that is identical for all users.
On PC we have several different GPUs and drivers. So shaders have to be compiled for each system.

But compiling on the startup of a game is a good thing, because then the game won't have to compile shaders during runtime, causing stutters from shader compilation.
 
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