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Allow the usage of multiple threads to compile new shaders ingame.
Details
While shaders are compiled using all threads when launching a game, this isn't the case when new ones are found ingame.
In some games this isn't a big problem since shaders are compiled fast enough, but others, with more complex or just a larger amount of shaders, can take a fair amount of time to compile. This leads the usual compilation issues to stay around for a while (missing graphics or low performance). By allowing compilation to make use of multiple threads, it could speed up the process a fair bit, improving user experience.
This could also make the shader interpreter a more viable option. Since shaders would be compiled faster the interpreter would need to do less work, which would avoid low performance for long periods of time (especially annoying with a clean cache).
Since a fair amount of users don't have a lot of threads to spare, this should probably be implemented either as a toggle in settings, or hardcoded to only be used on high thread count CPUs (like #7887).
The text was updated successfully, but these errors were encountered:
Centralized shader compiler for each backend. All shaders should be generated from one "factory" and unless "legacy" mode is in use, the main renderer thread should never compile shaders itself.
Configuration to support multithreaded compiler backend and the actual thread-scaling also implemented.
Quick summary
Allow the usage of multiple threads to compile new shaders ingame.
Details
While shaders are compiled using all threads when launching a game, this isn't the case when new ones are found ingame.
In some games this isn't a big problem since shaders are compiled fast enough, but others, with more complex or just a larger amount of shaders, can take a fair amount of time to compile. This leads the usual compilation issues to stay around for a while (missing graphics or low performance). By allowing compilation to make use of multiple threads, it could speed up the process a fair bit, improving user experience.
This could also make the shader interpreter a more viable option. Since shaders would be compiled faster the interpreter would need to do less work, which would avoid low performance for long periods of time (especially annoying with a clean cache).
Since a fair amount of users don't have a lot of threads to spare, this should probably be implemented either as a toggle in settings, or hardcoded to only be used on high thread count CPUs (like #7887).
The text was updated successfully, but these errors were encountered: