![]() ![]() Go on GitHub and read the dx12u t2 code documentation then do the same for Vulkan. Consoles have used precomp shaders since original Xbox btw. ![]() We didn't need precomp before because the shaders used were.well less in quantity and less complex and took significantly less time to compile so they would usually hide the precomp behind slow doors or elevator's. Shaders are essentially programs and those programs can have bugs or be made more efficient via update or drivers It does it on the fly without stuttering. Just take a look at games like gears 5, its on dx12 as well but doesnt have mandatory shader compilation ♥♥♥♥♥♥♥♥. Its just plain lazy console port with this band aid fix of compiling all shader at once at the cost of time and resources of pc players. It is actually so easy to predict which shader is needed to be compiled on the fly before the game requires it so that you dont have to deal with shader stutter. Originally posted by psyche:Good dev doesnt need this mandatory shader compilation, especially with linear game like dead space. ![]()
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