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Yea there certainly are people like that, which doesn't help things. I get quite annoyed when I go onto forums to give feedback, and predicably have the "it's your computer" crew immediately chime in who never seem to have any issues ever. They're so ignorant.. and it's quite frustrating because it diminishes the ability to provide proper feedback when you constantly have to argue with many of these people. I mean, that's what game specific forums are mostly for.. In the end, when we give feedback, we're just trying to improve the product for everyone.People have always been apologetic to game developers for some odd reason. As if expecting a game to operate smoothly and do what it's advertised to do is somehow unreasonable.
Tbf it was/is a problem in other engines too. But yeah, problem is the most used engine has this problème...
Give me back 20-60s initial load time if this mean shader compilation during this time...
So the shader compilation issue is unsolvable with DX12. Great.
This would seem to an impractical amount of effort, having to include compiled shaders for every possible permutation of OS, driver and API at launch, then keep updating them for perpetuity. This would also seem to undermine the aim of having recompilable shaders, e.g. new drivers delivering better compilaton and better runtime performance. You can't have it both ways.Not unsolvable, but just requires more effort and expertise on the part of the developer.
This would seem to an impractical amount of effort, having to include compiled shaders for every possible permutation of OS, driver and API at launch, then keep updating them for perpetuity. This would also seem to undermine the aim of having recompilable shaders, e.g. new drivers delivering better compilaton and better runtime performance. You can't have it both ways.
A smarter download - but without a return to the horrible days when most PC games had annoying custom installers - is a partial solution, but it doesn't negate the need for driver updates to initiate compilation. If you play a game today, everything may be cool then Nvidia may release a driver update that brings real shader performance improvements but which triggers a recompilation and that happens when you're next playing.The closest we can get to that solution is when Steam downloads compiled shader caches for Vulkan/OpenGL games from users that have already passed certain sections of games, but that is clearly not sufficient. If this is tackled, and by that I mean 'mitigated as best as it can be', it's probably going to through a multi-pronged approach.
I've asked in the ResetEra thread that the developer thinks those might be, at least to the extent of what proposals they've heard of.
There are games which show that this is not the case. It's all up to the developers.So the shader compilation issue is unsolvable with DX12. Great.
As a consumer, when no games exhibit this issue, I'll consider the problem has gone away.There are games which show that this is not the case. It's all up to the developers.
With Metal 3, Apple has committed to support offline-compiled GPU binaries, with asynchronous ahead-of-time recompilation at app install time and during OS updates (i.e., presumably IR bitcode is still bundled). Though no doubt that it has a way more compact landscape, having only their own Apple Silicon GPUs, AMD Vega, AMD RDNA 1 & 2, and Intel Gen9.5 graphics to be dealt with.This would seem to an impractical amount of effort, having to include compiled shaders for every possible permutation of OS, driver and API at launch, then keep updating them for perpetuity. This would also seem to undermine the aim of having recompilable shaders, e.g. new drivers delivering better compilaton and better runtime performance. You can't have it both ways.
I was literally just watching this video about it and was going to post it here. Thought it was pretty interesting.With Metal 3, Apple has committed to support offline-compiled GPU binaries, with asynchronous ahead-of-time recompilation at app install time and during OS updates (i.e., presumably IR bitcode is still bundled). Though no doubt that it has a way more compact landscape, having only their own Apple Silicon GPUs, AMD Vega, AMD RDNA 1 & 2, and Intel Gen9.5 graphics to be dealt with.
Apple also employ Bitcode app optimisation - in terms of both size and performance - for the iOS App Store. These approaches are complex but achievable when one party ones the platform, top to bottom: OS, devkit, SDKs, APIs and the Store.With Metal 3, Apple has committed to support offline-compiled GPU binaries, with asynchronous ahead-of-time recompilation at app install time and during OS updates (i.e., presumably IR bitcode is still bundled). Though no doubt that it has a way more compact landscape, having only their own Apple Silicon GPUs, AMD Vega, AMD RDNA 1 & 2, and Intel Gen9.5 graphics to be dealt with.
Plot twist: They are sunsetting their (CPU) bitcode initiative.Apple also employ Bitcode app optimisation - in terms of both size and performance - for the iOS App Store. These approaches are complex but achievable when one party ones the platform, top to bottom: OS, devkit, SDKs, APIs and the Store.
I'd argue that, the API and toolchain owner/driver should be the leader to design a solution, and in particular Microsoft is in a position to solve it with a more vertically integrated solution being the OS vendor as well.There's nothing to stop AMD and Nividia providing a cloud-based solution to provide pre-compiled shaders, but this has to be built into something. Should it be in the app, or in the store/launcher, or the driver? I think the Store makes sense so that it can update shaders along with other updates. But it doesn't seem solvable without a lot of co-operation amongst a number of parties who not seemingly motivated to co-operate.