. Now if your game is performing like junk and hitching all the time.. that's a far more detrimental to the experience.
If simply doing shader pre-compilation as a whole before the game launched was a panacea for game hitching on PC (as you seem to believe), I would probably be far more acceptable of it.
But...it isn't? There are many reasons that a game can be stuttering on PC. H:ZD has a length shader compilation process - it still stutters like crazy on many configs atm. Detroit:Beyond Human pre-compiles its shaders in a long process as well, it can still stutter. I can get stuttering in Dishonored 2 due to texture paging that are not related to shader compilation, which it does on load frequently (even outside of driver updates - and again, as we're seeing with HZD, re-engaging shader compilation automatically on driver updates is the
least-frequent implementation possible). Arkham Knight's stuttering is not due to shader compilation either.
We
agree that stuttering in-game is far more detrimental to the experience than a lengthy pre-compiling stage, obviously as a % of gametime, even if I play the game interspersed between driver updates and have to see that compiling screen several times before I complete it, it comes out to a relatively small impact overall relative to the time I wait in game loading other elements. I just see little evidence that introducing the pre-compiling step is some sort of stuttering cure-all.
More to the point of my first post though, is that we're soon going to have consoles that don't have this problem, but
also will not have the load time issues that they do now inside of the game. As said, while the lengthy pre-compile process is annoying, atm at least compared to consoles, the overall experience of waiting for game assets to load on PC is far superior in terms of returning to the action after a death, fast traveling, etc - game like Doom 2016 for example is far more enjoyable on hard difficulties on my PC over my PS4 in part because when I die I'm back in the action in seconds.
But very soon, that will no longer be a distinction, in fact it will likely go the other way, especially with consoles implementing state resume. It's one thing to no longer have a large advantage for a more expensive platform, it's another to actually have a detriment. I wonder if a gamer used to bouncing between games on their PS5/Xbox Series X in seconds loads up a game in PC, and after waiting for that game to actually load (as there is no save state functionality), then has to stare at a 'recompiling shaders' screen for 15-20 mins. I can imagine them thinking 'wtf is this shit?'. I think that's a problem.