Jump to content

Remij

Hermits
  • Content Count

    39,408
  • Joined

  • Last visited

  • Days Won

    148

Everything posted by Remij

  1. Jerky doesn't think PC games pre-compile shaders at start up OMFG
  2. ^look at him still talking about this shit I'd be talking about images not working too if I was getting completely fucking schooled in the other argument
  3. Jesus christ you really are fucking stupid, look at you!
  4. If you're not seeing it from two different links... the problem is you So then he just confirmed that it has been HIM that's wrong this entire time... blaming me
  5. You're really just being dumb. And you're ignoring what the image showed... Glen literally saying what I said. They didn't patch the PSO data back into the rebuild... and so that's what they're doing right now.. rebuilding the game with the PSO cache
  6. I'm talking about the game compiling shaders at launch... before we play the damn game....... And no... it's actually not the shaders which cause the hitching, it's the PSO compilation which actually causes the stutter. The shaders and permutations compile EXTREMELY fast... when the PSO is already compiled.. That's literally why PSOs were created for DX12 and Vulkan in the first place. PSOs give the shader the exact state of the pipeline required for compilation. They were ironically actually made to ensure that shaders would not stutter when compiled... So they essentially jus
  7. I love how you're holding on for dear life to this pathetic attempt to win something... because I'm completely and utterly making you look stupid in your other attempt at an arguement
  8. Times in which I confidently linked an image correctly?? This fucking CLOWN HAHA OMFG This kid is literally trying to win SOMETHING here...
  9. Dude, they don't have to... The PSO data is completely GPU/DRIVER agnostic. That data is logged when they play the game (if they remembered to set those two switches like I said).... then that file it generates can be reintegrated into the new build. That gives the game the information it needs to THEN COMPILE THE SHADERS ON OUR SPECIFIC HARDWARE.... And the rest of your post is just laughable. Keep trying
  10. No, I'm not aware it didn't work. I see the image doofus. I made another link to rule out the first one not embedding for some reason... on the off chance you weren't just being a dipshit.
  11. What are you talking about? A different API?? No... it's DX12.... They LITERALLY DON'T HAVE TO CHANGE ANYTHING. They create the game, then create the build using those switches I posted... then play the game... the game logs the PSO data. They integrate that file back into the game and build it again. Now, the new build includes the updated PSO information that the shaders need to be compiled. Now, they can use that information to pre-compile those shaders at the start.. because that PSO data gives them the information they'd need to do it.
  12. I already explained it to you, idiot Developers wont pre-compile shaders for every PC configuration out there... no shit... What I'm talking about ISN'T THAT... DX12 uses PSOs, which tell the drivers what the state of the pipeline is so that the shaders can be compiled... These PSOs being compiled is what causes the hitching and stuttering. In Unreal Engine, you can collect the PSO data by playing the game, and then take that file, and reintegrate it back into the build... it maps which shaders require which PSOs... That data is shipped with the game... and then t
  13. God you're a fucking moron This has been hilarious for me
  14. LOL he's acting like he can't see the image OMFG
  15. LOL OMFG this is exactly how I know you don't know shit
  16. Hmmm I don't know.... And the best thing about this... is you'll continue on...
  17. Sackboy was the same shit. Look at the stutters on the PC on the right side. Guess what the developers did... in less than 1 week after Digital Foundry put that video up, the developers completely fixed it. I own the game, and can confirm it's perfectly smooth the first time, and every time. How did they do that? They played their game, generated a PSO cache, and then made the game precompile them all right at startup.
  18. It's literally a switch they forgot to turn on Configuring Your Project to Generate PSO Information This section walks you through the changes you will need to make to your project settings to support PSO caches. In the Unreal Editor, open Project Settings and navigate to the Project > Packaging section. Enable both Share Material Shader Code and Share Material Native Libraries, then restart the editor to ensure these settings take effect. Dude... you have NO idea what you're talking about.
  19. And that's the thing.. it doesn't have to be. Unreal Engine completely already has a system built in to deal with this. It simply requires the developers to play the fuck out of their game, and build a PSO cache, and then include that cache with the game, so that we can pre-compile the shaders at launch ahead of time. That's why I post shit like "I'm tired of it" in tweets. Because it's completely not necessary. UE5.1 aims to also implement a system where the game will kick up some background threads and will begin precompiling shaders when the assets are first load
×
×
  • Create New...