This 12GB update managed to trigger the bizarre Steam behavior on my Linux desktop where the game patching process pegs all cores to 100% and thrashes the disk so hard the system eventually stops allowing eg. launching new processes (though the system isn't frozen stiff like running out of RAM - switching Niri desktops is fine, but launching eg. htop hangs forever, and eventually browsers stop responding). After walk…
I had that with MHW and I nailed it down to shader (fossilize-replay - https://github.com/ValveSoftware/Fossilize ). From my guess, Steam support Vulkan shader pre-compilation so that you don't have to wait in game (like the infamous 10 min Monster Hunter Wilds startup delay). They also seems to also be able to download the compilation cache from Steam if someone already have done the process on the same GPU + driver…
This would imply that if I already calculated the shaders for the current game state than i could reuse them and not have to go through the whole compilation step (if no changes happen inbetween).
Matter of fact, i have to recompile the shaders on every game start for every game, even if i restart the game just x times in a row.
For context: using linux/debian and basically running everything on vulcan