Is your feature request related to a problem? Please describe.
By default Nvidia on disk shader cache has a limit and when it is exceed it causes previous caches to get purged. It is a problem due to purging of them leads to stutters over and over again.
Describe the solution you'd like
Either a solution like Lutris does with many installers like this, which sets GL Shader Disk Cache to game directory.
https://lutris.net/games/install/5835/view
Or, like how Heroic has seperate folders for prefixes, game installations; a seperate folder called NV shader cache or something similar which has sub directories per game title.
Both would be beneficial, second option would have the advantage of keeping them more organized but might lead to severe disk space consumption if user never deletes them.
First one seems to be a better option because on every driver update those caches gets invalidated and needs to repopulate. So a user deleting a game and coming back to it months later and still having intact cache is highly unlikely. So Lutris way seems to make more sense.
Relevant NV documentation btw:
http://us.download.nvidia.com/XFree86/Linux-x86_64/510.47.03/README/openglenvvariables.html
Despite it is called GL cache it is not OpenGL only.
Link to message about Mesa driver shader cache management:
#973 (comment)
Is your feature request related to a problem? Please describe.
By default Nvidia on disk shader cache has a limit and when it is exceed it causes previous caches to get purged. It is a problem due to purging of them leads to stutters over and over again.
Describe the solution you'd like
Either a solution like Lutris does with many installers like this, which sets GL Shader Disk Cache to game directory.
https://lutris.net/games/install/5835/view
Or, like how Heroic has seperate folders for prefixes, game installations; a seperate folder called NV shader cache or something similar which has sub directories per game title.
Both would be beneficial, second option would have the advantage of keeping them more organized but might lead to severe disk space consumption if user never deletes them.
First one seems to be a better option because on every driver update those caches gets invalidated and needs to repopulate. So a user deleting a game and coming back to it months later and still having intact cache is highly unlikely. So Lutris way seems to make more sense.
Relevant NV documentation btw:
http://us.download.nvidia.com/XFree86/Linux-x86_64/510.47.03/README/openglenvvariables.html
Despite it is called GL cache it is not OpenGL only.
Link to message about Mesa driver shader cache management:
#973 (comment)