11-14-2018, 02:07 PM
What type of shader caching technique is employed in RPCS3 compared to Dolphin and Cemu?
From my limited experience launching a few games, it seems like the accumulated shader cache is lost or somehow reloaded whenever a game is closed and then reloaded. I'm not sure about this as I update RPCS3 almost every time I'm going to check progress on the same few games, but I do usually get the same shader caching pauses in the same places.
In all, RPCS3 has made great strides since I started using it and even with shader cache pauses, the emulation is at a very enjoyable stage on the few games I've tried but I'm just curious as to how shader management works in RPCS3 and what future plans are.
Regards to all.
From my limited experience launching a few games, it seems like the accumulated shader cache is lost or somehow reloaded whenever a game is closed and then reloaded. I'm not sure about this as I update RPCS3 almost every time I'm going to check progress on the same few games, but I do usually get the same shader caching pauses in the same places.
In all, RPCS3 has made great strides since I started using it and even with shader cache pauses, the emulation is at a very enjoyable stage on the few games I've tried but I'm just curious as to how shader management works in RPCS3 and what future plans are.
Regards to all.