In this case, the problem is that FromSoft don't seem to be pre-compiling the shaders (probably because it would lead to a several minute long wait on the very first startup). (eg for Steam games on Windows, the shader caches are stored in. Also, that's only for games in the Windows Store. While Windows makes some folders inaccessible to you, they have the correct permissions for the program they belong to, otherwise the game just wouldn't work at all. They probably distribute the DXBC/DXIL->SPIR-V mappings (pipeline caches) as well, so that VK3D knows which shaders to skip. To the best of my knowledge, this was already present in the more mature DXVK? SPIR-V is what (I think) steam redistributes, and it then gets compiled down to shader binaries for your specific HW. ( DKVK if the game is DX9-11, VK3D if the game is DX12).Īctually reading VK3D 2.6's release notes, it looks like the new update brought improved DX pipeline caching (caching generated SPIR-V shaders from DXBC/DXIL to avoid the costly DX shader to SPIR-V phase). I wonder if steam starts automatically collecting and distributing shaders if you do that? The article isn't clear on that, nor what specifically the update changed.Īlso, you can use DXVK on windows. I fail to see what's Steam Deck specific (OK, it might not work on DX platforms such as windows). According to what I wrote above, as long as shaders are the same, it doesn't matter whether the game is played on AMD, nVidia or Steam Deck (as long as the game serves identical shaders).
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