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Shader pre-caching used to be a massive deal, especially on AMD. Shader compiling on the fly wasn't something that LLVM could do quickly. Then ACO was developed, which was much better at that, and then ACO got included in mainline Mesa. Then the development of GPL improved things further, so either compiling on the fly or compiling ahead of time produced good results.
The big difference these days between shader pre-caching and not is that the former will also provide transcoded versions of cutscene videos that would otherwise be unavailable in games running through Proton.
Steam Deck cpu is pretty weak. Doing side by side comparison isn't that fair to Windows because Valve assume shader cache will exist.
Saving cpu resource may end up faster than windows.
I also made so many assumptions, that the hitches I see in open-world games were due to shaders compiling, and that's actually why I bought the Steam Deck Oled. Turns out the stuttering on the Oled is is worse than WIndows. I tried two games so far, Fallout 3 and Need For Speed Most Wanted (2012). Both have frametime spikes in the range of 100ms; in Fallout 3 it happens every 10 seconds, in Need For Speed every couple of minutes. On my $500 Windows business laptop these games run without a hitch.
Now this i didnt know.
your FO3 stutters? mine runs flawlessly, even FO4. did you try reinstalling? dunno if it matters but i'm on the lcd deck.