Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Compiling shaders should be MANDATORY on PC.
You know thats how console works right? The difference is that with the hardware and software standarization on consoles, shaders can be precompiled, this doesnt work on PC.
You know steam has a feature built in for Vulkan based games to build cache? The whole steam deck magic is the hability of distributing pre-compiled shaders cache by download, because thats the magic of hardware and software standarization.
Yeah, the implementation of this on TOLU was poor, but saying "hurddurr cache shader bad" just shows how stupid you are. And there are ways to build shaders, and RE4 has shader caching also, just uses a different method, which again, it can't be globalized, since this is also game engine based. TOLU probably used the same method they used to pre-render cache for consoles, which is what their game engine was firstly conceived for.
Really, just shut the ♥♥♥♥ up =)
Building shaders also goes much faster if you simply sit back and let it with minimum other programs running, so all resources can be devoted to it. Took less than 15 minutes for me.
Consoles don't need to do it because they only have a single hardware configuration, so it can all be done and included in the initial download.
Well, the more complex games get, the more common this will become. As i said above, on consoles EVERY GAME have shader compilation, it's mandatory for good performance.
The thing is, since shader compilation is pretty much a calculation of a combination of software and hardware, developers are able to pre-compile shaders and just make them available for download or even install directly from disk (most common).
PCs are not standarized, there are infinite combinations of hardware and software. An NVIDIA 4090 from ASUS is NOT equal to a NVIDIA 4090 from Gigabyte, the simple fact that their BIOS is different requires the shader chace to be different from one to another. Same goes from Driver Version and so on.
The problem with TOLU is that they probably used their in-engine tool used to pre-compile shaders for the consoles, the engine was concieved to run on consoles firstly. And building a tool to compile shaders is not a simple task, is one of the most complex algorithyms in game development.
the cache is big and takes time to build, but it's totally worth it. you get very smooth gameplay without hitches. you may get hitches from asset loading if you run a slow cpu or slow ssd but defo not from compiling big shaders. yep
I've heard horror stories of 4hrs, 3hrs, 2hrs, etc.
It lasted almost 18 minutes for me, luckily. Sitting there for 4hrs would be utterly awful.
Not having the guts to comment on a private group instead of posting anything here rather appears to be insecure.
The group is open for comments, have a go. :)
It is a product of DX12/Vulkan. Nothing to do with "rookie devs".