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Ubershaders: A Ridiculous Solution to an Impossible Problem (2017)

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Re: Ubershaders: A Ridiculous Solution to an Impossible Problem (2017)

#71
post #30

Earlier quoted context omitted.

It’s not a problem for the PS/Xbox/Switch. They have known hardware and it can all be recompiled. But from what I’ve heard it’s often still an issue on PCs (I’m a Mac guy). I’ve seen videos of shader compilation stutters, even in games with a precompilation step that’s supposed to avoid that. Digital Foundry has covered this many times. The link in a sibling comment to them on Eurogamer is a great place to start.

Steam works around this by letting users enable shader precompilation in settings. If you want a console-like experience (eg. like Steam Deck) and you don't care so much about storage space, you can toggle it on and eliminate the stutter before booting up. Most people leave this off, which really ruins the experience on shader-heavy engines like UE4. This is generally an everyone problem, though. If gaming on Mac was…

I’ve heard that helps a lot but I know new driver versions/etc can trigger a recompile. And the less common your setup the less likely it’s an issue.

I don’t think it’s an issue on Apple Silicon Macs(not sure) because like the iPhone there is a very tiny list of variables so precompiling is easy.

Re: Ubershaders: A Ridiculous Solution to an Impossible Problem (2017)

#72
post #38

What was the missing piece for "shader sharing"? Would it be possible to build a web-hosted database of encountered shader configs against a game id, and have Dolphin fetch that list when a game launches and start doing async compilation? When Dolphin encounters a new shader that wasn't in the db, it phones home to request it to be added it to the list. I feel an automated sharing solution would build up coverage pre…

Every shader depends on both the driver version and the model of your GPU itself. Which means a lot of shaders. I think Valve had a version of it though but not without issues (GBs of shaders to be downloaded)

To my knowledge, the massive size isn't from the drivers, but because transcoded video files are also slipped in with the shaders. Proton struggles with things like Media Foundation, so Valve transcodes videos on their end.
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