Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Can this be archived? #48

Open
DatL4g opened this issue Nov 10, 2022 · 1 comment
Open

Can this be archived? #48

DatL4g opened this issue Nov 10, 2022 · 1 comment

Comments

@DatL4g
Copy link

DatL4g commented Nov 10, 2022

So DXVK got a new release

And it compiles the shaders now when starting the game and not on-draw.

THIS APPLIES ONLY FOR COMPATIBLE DRIVERS

So since the caches won't be generated while playing a game instead before loading the game, we probably won't need to merge any of them any longer.

(DXVK-Native got up streamed into this as well, not sure if the pre-playing generation applies for this as well, but probably yes)

What do you think?

Additional point to think of:
Custom maps in game may produce shader caches that can't be compiled previously (e.g. CSGO)

As I'm still developing the DXVKoTool and not sure if it's worth to maintain now.

@begin-theadventure
Copy link
Owner

begin-theadventure commented Nov 11, 2022

I'll still accept caches.
And I wonder, if the cache was no longer needed then why wouldn't DXVK just get rid of it?
I think it's still needed in some of the bigger games, such as Apex so I will accept them, because why not.

Maybe it'll still be useful to someone.

If you don't want to develop your tool anymore, it's absolutely fine.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants