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Do you have only one fozzilize process working on a multi core cpu ? It must take a long time !
Not sure what the issue might be, anything else updated beside the drivers?
1.) Are you using just 1 or both Options under Shader Pre-Caching?
--->> I ask, cause i'm only using the top Option called Pre-Caching.
2.) In the Shader Tab, it states this...
- May slightly Increase Disk & Bandwith Usage when Enabled.
---->> Could this be why your experiencing issues?
It does not really matter to know if fossilize_replay is a true multithread process, what matters is how much fossilize_replay forks are running on your system and the CPU usage.
If you see 8 forks, all taking the whole 100% of your CPU, it works as intended, it does not really matter to know if one of these process is multithread or singlethreaded, most are probably single threaded because I don't see a reason to multithread a command line tool supposed to be forked, this would be overkill.
Nor multiple single threaded forks, nor one multithreaded process but not both... It would be counter efficient.
I think you should report this on Steam for Linux github, 5min is a lot indeed, maybe something wrong at determining your cpu cores
https://github.com/ValveSoftware/steam-for-linux
I took a screenshot of the shaders compiling on my system for RDR2, it took around 3min but for a game of this size and if it used one process, it would surely have taken 8x more time so around 25min. (largest game yet I have caught to compile shaders that long in 3min, it is quicker for most games because they are smaller)
https://imgur.com/a/b6qWbq6
Why would you want Games to take up 100% of your CPU, though?
----->> Wouldn't that cause your CPU to struggle, especially at long periods of time?
Also, I understand how fossilize & fossilize_replay is different from Threads,
but maybe you could explain how it's different as maybe not everyone knows
exactly how they are different?
Why would you want parts of the CPU you bought to idle around?
It's like hiring 8 workers and complaining that all of them are actually working... ;)
But I guess this precalculation should run before the actual game play, anyways.
The difference between spawning threads or processes is not to important in this context. A thread is "lighter", threads are more connected to each other and can communicate easier. But in the end, if it's supposed to calculate as quick as it can, all that matters is that it makes full sue of the CPU.