Pre-emptive Shader Caching - Possibility?
Started by BloodyBonzai




3 posts in this topic
BloodyBonzai
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15 posts 9 threads Joined: Oct 2017
08-23-2019, 07:50 PM -
#1
I was thinking that perhaps there is a way to have RPCS3 run through the data on the disc and compile a shader cache before starting the game.  This way there is no longer an annoying shader compilation period.  Is this a possibility?
Ani
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08-23-2019, 10:42 PM -
#2
Not possible
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BloodyBonzai
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15 posts 9 threads Joined: Oct 2017
08-24-2019, 03:36 PM -
#3
(08-23-2019, 10:42 PM)Ani Wrote: Not possible
Thats too bad.  I thought it would be possible if save data were used to have RPCS3 precompile the shader cache by loading every save spot, compile the shader cache and when complete move onto the next save.  But then again I guess the user could go through that process by themselves if the there were a file for each game of every save location.  Might not be perfect if an area does not have a save location, but using that strategy I would assume it could be implemented into RPCS3 if the work were put into it.  Or is the save data copyright material?
Ani
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08-24-2019, 09:07 PM -
#4
If you have savedata files enough to generate almost all of the game's shaders you can do it manually yes by entering every section one by one, using different characters that may generate different shaders, etc. But that's not a very good solution, as it would require an obnoxious amount of work to pinpoint all required savedata for a game and making some automated mechanism specific to every game to enter the game, load the savedata and perform the required input, then load the next save, etc.
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Ryzen 9 5900HX,  Radeon RX 6700M,   2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Manjaro Linux


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