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That depends on game actually passing exactly the same parameters to shader compiler and your GPU driver actually building and using the cache.

What fossilize does is it generates data of all the parameters passed to shader compilation, and then can trigger "offline" compilation before you run the game.



Thanks for the response, and ye i get that. But what my point is : i have to recompile the shaders for every game every time i start it. And as i mentioned even without updates or if i start the game multiple times in a row.

This just , from a technical stance, doesnt make sense to me.

As another commenter to my statement wrote, it might be to make sure enaugh people have the same result on my HW setup in order to make sure its not abused for maleware. That makes sense to me tho i still dont get why there is not at least some local steam client caching.

And while as mentioned this might not work with every game - well it works with none. Im talking about a quite big set of games. So maybe im just VERY unlucky and ALL games i play have dynamic params which as you mention would result in recompilations every time - will have to look if i can approve this somehow.

Alternativly, which is why i mentioned using debian, its a linux issue of some sort (just a guess).

Thanks for explaination tho


That is a driver problem. Even if you don't have Steam in the system, the shaders are cached by the driver locally.

What Steam does is to skip the compilation and download it from a cdn.

In your case something is not letting the driver cache the compilation.


Ic and makes sense. Need to take some time at some point and going to investigate it further - now i at least know where i gonne start. So far i just accepted it because well got enaugh projects to deal with already...

Thanks for the hint tho, if i should find the time to investigate that further this will definatly safe me some time on searching the cause-




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