11-22-2018, 04:25 AM
Every time a new build comes out, I have to rebuild my shader and SPU caches, which unfortunately means playing through the playable parts of each game at really low framerates. Although people can use the whole "different architecture" argument, I'll use Cemu as a an example.
It compiles all the shaders into a simple .bin file, but also makes a transferrable version that you can put into a new build to save yourself from having to rebuild your shader cache.
I know accuracy and performance are higher up on the list of priorities, but will RPCS3 ever see transferrable shader/SPU caches like that?
It compiles all the shaders into a simple .bin file, but also makes a transferrable version that you can put into a new build to save yourself from having to rebuild your shader cache.
I know accuracy and performance are higher up on the list of priorities, but will RPCS3 ever see transferrable shader/SPU caches like that?