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The OpenGL backend supports caching shaders to disk. However, Vulkan doesn't have this capability (yet). It was on the roadmap in the original PR, but I'm making an issue on the tracker to keep track of it.
Expected Behavior
Vulkan should have feature parity with OpenGL. Having shaders cached to disk might help with some games that have performance issues, at least as far as microstuttering is concerned during shader compilation.
xemu Version
Version: 0.8.8
Branch: master
Commit: ebcacad
Date: Thu Jan 9 22:51:04 UTC 2025
System Information
CPU: AMD Ryzen 7 5800X 8-Core Processor
OS Platform: Windows
OS Version: 22H2
Manufacturer: NVIDIA Corporation
GPU Model: NVIDIA GeForce RTX 3080/PCIe/SSE2
Driver: 4.0.0 NVIDIA 566.36
Shader: 4.00 NVIDIA via Cg compiler
Additional Context
No response
The text was updated successfully, but these errors were encountered:
Bug Description
The OpenGL backend supports caching shaders to disk. However, Vulkan doesn't have this capability (yet). It was on the roadmap in the original PR, but I'm making an issue on the tracker to keep track of it.
Expected Behavior
Vulkan should have feature parity with OpenGL. Having shaders cached to disk might help with some games that have performance issues, at least as far as microstuttering is concerned during shader compilation.
xemu Version
Version: 0.8.8
Branch: master
Commit: ebcacad
Date: Thu Jan 9 22:51:04 UTC 2025
System Information
CPU: AMD Ryzen 7 5800X 8-Core Processor
OS Platform: Windows
OS Version: 22H2
Manufacturer: NVIDIA Corporation
GPU Model: NVIDIA GeForce RTX 3080/PCIe/SSE2
Driver: 4.0.0 NVIDIA 566.36
Shader: 4.00 NVIDIA via Cg compiler
Additional Context
No response
The text was updated successfully, but these errors were encountered: