This is what both Nixxes and Guerrilla games have had to say about the PSO situation. In summary it's ugly and they don't like it one bit. Turns out developers hate PSOs on PCs as much as any PC player, as they are difficult to create, compile, collect and QA.
One thing I wanted to go back to is PSOs. Interestingly, there's a longer 'burn' at the beginning of the game - 30s on a big CPU and around a minute on smaller CPU. That's reasonable - but what is the PSO process like, how are they collected?
Michiel Roza - Nixxes : It's similar to Zero Dawn; we let QA collect all of the VSOs, collect them at the end of the week and merge them into a big database. One extra challenge in this game was that this game uses compute shaders that are mostly unique by tile to generate placements. If these shaders aren't ready in time, they cause streaming issues. To alleviate that, we front-load those specific shaders and that's the shader compilation step you see.
Are you happy with that PSO collection process for Forbidden West on PC - could automation be used as well? And how do you feel about the whole PSO issue for Windows gaming in general?
Michiel Roza - Nixxes : We do have an automated collection, which doesn't catch everything, but does make sure the game is in a playable state and QA won't run into a stutter fest every time we change the shaders... I think PSOs are not a great solution. It's the best we have, but I think something else can be done here. I really like the way Valve is handling it on the Steam Deck... and I wonder if that can be extended to PC as well.
Jeroen Krebbers - Guerrilla: Yeah, it would need a lot of collaboration between Microsoft, hardware manufaacturers and software developers to come to an understanding of how this should work. I've jokingly said like "why do we have GPUs that are so fast and yet we can't compile a shader on it?"
Patrick Den Bekker - Nixxes: Compared to consoles, it's actually a big burden on the development project. Whereas on the PS5 you can build them on a build machine and load them in, execute them and you're done, on PC we really need to rely on vendors and caches to get them compiled, and we spent a lot of trouble making sure they're compiled faster. At some point in the project we had one PSO that took 150 seconds... It's not only the collection, it's making sure they can execute fast enough.
Jeroen Krebbers - Guerrilla: As a developer, the PSO situation is very frustrating. We know that it doesn't have to be as bad as it currently is. And it is really bad. It takes a lot of time and effort, and then you compile the same shader on a million different PCs, right? So there's energy waste and things like that.
Alex Battaglia interviews the development staff at Nixxes to see how they ported Horizon Forbidden West from PS5 to PC in the Complete Edition.
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