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Not all devs are going to let me have a command line to force preloading like some do. You're highlighting annoyances of the problem and why MS should offer more global options to them we use to able to play with our DX config in the DX8 and 9 era it's now become since ten to now an impossibility to have control over aspects of how a game is rendered in some areas.
Shadow warrior 3 ps5 how to#
I think definitely D3D, for whatever reason, does not facilitate downloadable shader caches as easily as it should and that's part of the problem, ultimately it's on MS to do a better job of educating developers on how to avoid this or build better tools that can identify it as an issue in the first place.
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There simply is no magic bullet to this problem, if anything my annoyance with this has just shown me how complex an issue it is. But it's hardly a panacea, most games will show regressed performance (those that work), and you still have the problem of running into stutters when you don't have a fully compiled shader cache.
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In some games, like GTAIV, it can have impressive results, and Steam even treats it like a Linux Proton game and will subsequently download Vulkan shader caches for it. You can actually test this now in Windows - use DXVK, which allows you to route D3D calls to Vulkan.
Shadow warrior 3 ps5 driver#
As I understand it, Vulkan driver revisions are significantly less frequent than DX driver updates, so there's also less of a moving target. It's far, far easier for a fixed hardware platform like the Steam Deck to facilitate this, it's another matter for the massively larger ecosystem of PC's in general where there are dozens of different GPU's and driver revisions. This still requires someone, somewhere, to have played the game through on the specific driver version you have and create a cache for it - Valve can't simply hit the 'compile all shaders' switch. If you have Vulkan games installed on Steam you should constantly see your downloads queue being activated every time you load up the client as it's updating the shader caches for your Vulkan driver version. This also happens for native Vulkan/OpenGL games under Steam on Windows. As every Proton game is routing the game's native API through Vulkan, this has the potential to reduce this stuttering. Don't think it's quite as simple as that (whatever that means regardless).Ī reason games on Proton can theoretically have less stuttering than the same game running on Windows is simply that saved compiled shader caches under Vulkan can be downloaded and used before the end user first encounters the in-game event that would cause a real-time shader compile under D3D. Not really a dev problem either.Ĭlick to shrink.You're assuming this is "OS IO problems". Be it these games and even RDR2 which is pound for pound one of the best looking titles as of now it still is present with no solution as DF mentioned for minimal or no stutter situations. Resting on NT laurels sucks and doesn't work vs a damn well tuned bsd kernel and low level api (ps4/ps5) or their own NT kernel with the same api at work (various xbox systems.) and on higher version of steam OS (steam handheld.) specs aren't the problem especially if you factor switch titles with ports across the board. MS really should nip this in the bud before it gets worse than it has too they won't though cause dealing with IO problems globally is something they have avoided for basically 15 years now. I wasn't gonna say it but I'd rather see devs make a PS4/PS5 to vulkan wrapper and use that then DX12 api at more complex levels vs bc settings it allows. Until crossover disappear I won't mind when titles aren't up to par.
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PS4 BC trick FTW if you don't mind the graphical hit.
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