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John Lindemann and Alex Battaglia: Windows/DX12 in its current state is a hindrance to PC gaming

nkarafo

Member
It's awful for single player games because the first time you see something is often the last until you replay the game. :/
Here's an idea of how to make some bucks

The "Shader cache cleaner": I play the whole game for you to build your cache so you can enjoy your game stutter free.
 
I'm on a full AMD rig with a 7900XTX and a 7800X3D, and the amount of games that play amazingly well and far better on Linux than Windows is quite high.

I love to use World of Warcraft as an example, because in Raids and Dungeons the game just runs so much much better in the Low Frame Rate minimums
 

farmerboy

Member
Wait. I've never gamed on PC, so am largely ignorant on all the issues surrounding PC. But throughout the years, I've been told by the PCMR that PC is the bees knee. And yet we get editorials like this.

I don't understand. You can't say PC is the best and then have all these qualifiers about how you use it. It either is or isn't.
 
Wait. I've never gamed on PC, so am largely ignorant on all the issues surrounding PC. But throughout the years, I've been told by the PCMR that PC is the bees knee. And yet we get editorials like this.

I don't understand. You can't say PC is the best and then have all these qualifiers about how you use it. It either is or isn't.
I’ve been on both throughout my life. Pc gaming is great but pc gamers 100% down play the issues.
 

Wolzard

Member
I hear the Linux experience with Nvidia is not that good either (no DLSS or RT in most games). As much as windows sucks, it's still the better experience probably.

The experience is smooth, it's only inferior to AMD in some small details. RT and DLSS work normally. The only thing that doesn't work yet is frame generation, but that is on the way to coming in future drivers.
And in DX12 titles, there's a bigger performance penalty than from AMD.

Tangentially related - does anyone know if SteamOS (or whatever you call the thing that runs on a Steam deck) uses the default Linux scheduler or something else? The default scheduler has certainly come a long way, with the emphasis being on the desktop for quite a while (Linus is quite adamant about this), but there are certainly alternatives out there for different workloads.

Yes, it uses the default scheduler, but the new EEVDF, which has been available since kernel 6.6 and became standard in 6.8. Check out this article if you want more details:


Another option that I liked using was BORE (Burst-Oriented Response Enhancer), present in CachyOS. The BORE scheduler focuses on sacrificing some fairness for lower latency in scheduling interactive tasks.

I tested Shadow of The Tomb Raider, which has a native version and this had an average of 79 fps, with a min of 56 fps and a max of 197 fps. This was with a 1660 Ti, with ultra graphics at 1080p and using the Nvidia 555 driver, in Wayland with KDE's explicit sync patch.

With the default Linux scheduler, it averaged 74 fps, with a min of 49 fps and a max of 167 fps.

I game regularly on a laptop running Fedora 40 with a 3060 inside. Proton works fine with Nvidia, but other aspects of the SteamOS experience lag behind. Valve's Gamescope compositor (basically the OS layer that draws to the screen) which provides for HDR and smooths out all kinds of scaling and framepacing issues doesn't support Nvidia's proprietary driver yet. So while you can game very well on desktop linux with Nvidia right now, you won't have a good time trying to get the Bazzite/Steam Deck experience with an Nvidia card.

On the other hand, Valve is supporting the experimental open source Nvidia driver ("NVK") with Gamescope. It almost seems like Valve wants NVK to be ready for actual gaming before they roll out SteamOS for general PCs:

A recent update on NVK running real games:

Gamescope works on Nvidia, but it's not as polished as on AMD, although apparently several issues were fixed in the recent 565 beta driver (I haven't tested it yet).

You need to use the KDE desktop environment on Wayland.

You need to set KWIN_DRM_ALLOW_NVIDIA_COLORSPACE=1 in /etc/environment.

Launch games with this parameter: gamescope --hdr-enabled -f -e -W 1920 -H 1080 -- %command%

W and H can be arbitrary values, defines resolution.

Take a look at the comments on this thread on Reddit:

 

kikkis

Member
Maybe i am missing something but how is Linux different from windows? Both have to compile shaders, so i am not sure where the wins come
 

Crayon

Member
Maybe i am missing something but how is Linux different from windows? Both have to compile shaders, so i am not sure where the wins come

I'm not sure, exactly. I always wondered why people don't just wait for the pre-compile, but now I'm not sure if everybody gets that prompt.

On linux, steam actually asks me to wait for a shader compilation in any newer game. So I always figured it was doing that for everyone and wondered why no one would just wait a minute so the stutters don't spoil their game.
 

Crayon

Member
Scorn, Gothan Knights.

Try Elden Ring too. People say that the game still doesn't do pre comp, yet I don’t notice any stutter anymore after some past patch even after updating video driver.

I'm interested to know your experience with Scorn. I complained about it after i got the latest version from GOG (with the latest patch included) but some other people report that the stutters are fixed for them.

I'm not sure what kind of stutters i'm getting though. Not sure if they are cache or traversal or some kind of bad asset streaming. But they are very noticeable and annoying. Game runs at 60fps and i see those sudden hitches every 10 or 20 seconds as i'm exploring. And i'm running the game from an SSD.

Okay so I started scorn for the first time and I got what I see for every modern game. Steam gives a popup:

"Processing Vulkan Shaders"

Played the game for an hour, smooth as butter the whole way.

Others I've played recently with the same experience, I don't know if these are known for having trouble:

RoboCop
Mech 5
BG3
Ark ue5
CP2077
The accent
Need for speed heat

And I can tell you it used to happen really bad for DMC5 back when, but when I do a clean install of it now it's fine.

Hope that was at all helpful. I've seen that steam shader compilation prompt so many times I forgot it said "Vulkan" in it. So idk if this has anything to do with dxvk or vkd3d.
 
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nkarafo

Member
Okay so I started scorn for the first time and I got what I see for every modern game. Steam gives a popup:

"Processing Vulkan Shaders"

Played the game for an hour, smooth as butter the whole way.

Others I've played recently with the same experience, I don't know if these are known for having trouble:

RoboCop
Mech 5
BG3
Ark ue5
CP2077
The accent
Need for speed heat

And I can tell you it used to happen really bad for DMC5 back when, but when I do a clean install of it now it's fine.

Hope that was at all helpful. I've seen that steam shader compilation prompt so many times I forgot it said "Vulkan" in it. So idk if this has anything to do with dxvk or vkd3d.

Hmm, i don't remember anything about Vulkan in the GOG version. Are you using the -vulkan command in the launch settings? Or is the game running as such by default? I need to re-install the game and look it up a bit.
 

Soodanim

Member
Wait. I've never gamed on PC, so am largely ignorant on all the issues surrounding PC. But throughout the years, I've been told by the PCMR that PC is the bees knee. And yet we get editorials like this.

I don't understand. You can't say PC is the best and then have all these qualifiers about how you use it. It either is or isn't.
Read the thread. It will allow you to have a slightly more nuanced conclusion than "PC is either the best for all time or isn't"
 

HogIsland

Member
The experience is smooth, it's only inferior to AMD in some small details. RT and DLSS work normally. The only thing that doesn't work yet is frame generation, but that is on the way to coming in future drivers.
And in DX12 titles, there's a bigger performance penalty than from AMD.



Yes, it uses the default scheduler, but the new EEVDF, which has been available since kernel 6.6 and became standard in 6.8. Check out this article if you want more details:


Another option that I liked using was BORE (Burst-Oriented Response Enhancer), present in CachyOS. The BORE scheduler focuses on sacrificing some fairness for lower latency in scheduling interactive tasks.

I tested Shadow of The Tomb Raider, which has a native version and this had an average of 79 fps, with a min of 56 fps and a max of 197 fps. This was with a 1660 Ti, with ultra graphics at 1080p and using the Nvidia 555 driver, in Wayland with KDE's explicit sync patch.

With the default Linux scheduler, it averaged 74 fps, with a min of 49 fps and a max of 167 fps.



Gamescope works on Nvidia, but it's not as polished as on AMD, although apparently several issues were fixed in the recent 565 beta driver (I haven't tested it yet).

You need to use the KDE desktop environment on Wayland.

You need to set KWIN_DRM_ALLOW_NVIDIA_COLORSPACE=1 in /etc/environment.

Launch games with this parameter: gamescope --hdr-enabled -f -e -W 1920 -H 1080 -- %command%

W and H can be arbitrary values, defines resolution.

Take a look at the comments on this thread on Reddit:



thanks that's interesting info. unfortunately, bazzite still doesn't provide an htpc+nvidia spin. hopefully they can incorporate these fixes soon.
 

nkarafo

Member
Crayon Crayon

Ok so i reinstalled SCORN 1.2.2 (GOG vesion) and it's not running in Vulkan but in DirectX mode. There is no option to choose Vulkan. If i use dxvk the game simply crashes.

And of course i don't get the "Processing Vulkan Shaders" function so i'm still getting all the cache shader stutters. They are indeed cache stutters because the next time i re-run the same area it was smooth.

In conclusion, the STEAM version is superior. Good to know.
 
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Crayon

Member
Hmm, i don't remember anything about Vulkan in the GOG version. Are you using the -vulkan command in the launch settings? Or is the game running as such by default? I need to re-install the game and look it up a bit.

No launch option or anything. Just dl, install, play. I'm on nobara with an AMD card.
 

Crayon

Member
Crayon Crayon

Ok so i reinstalled SCORN 1.2.2 (GOG vesion) and it's not running in Vulkan but in DirectX mode. There is no option to choose Vulkan. If i use dxvk the game simply crashes.

And of course i don't get the "Processing Vulkan Shaders" function so i'm still getting all the cache shader stutters. They are indeed cache stutters because the next time i re-run the same area it was smooth.

In conclusion, the STEAM version is superior. Good to know.

Idk if it's the steam version. When proton is used, dx gets translated to Vulkan.

It seems like Steam doesn't force this shader compilation on windows or I wouldn't be hearing about stutter struggle all the time.
 

Crayon

Member
The experience is smooth, it's only inferior to AMD in some small details. RT and DLSS work normally. The only thing that doesn't work yet is frame generation, but that is on the way to coming in future drivers.
And in DX12 titles, there's a bigger performance penalty than from AMD.



Yes, it uses the default scheduler, but the new EEVDF, which has been available since kernel 6.6 and became standard in 6.8. Check out this article if you want more details:


Another option that I liked using was BORE (Burst-Oriented Response Enhancer), present in CachyOS. The BORE scheduler focuses on sacrificing some fairness for lower latency in scheduling interactive tasks.

I tested Shadow of The Tomb Raider, which has a native version and this had an average of 79 fps, with a min of 56 fps and a max of 197 fps. This was with a 1660 Ti, with ultra graphics at 1080p and using the Nvidia 555 driver, in Wayland with KDE's explicit sync patch.

With the default Linux scheduler, it averaged 74 fps, with a min of 49 fps and a max of 167 fps.



Gamescope works on Nvidia, but it's not as polished as on AMD, although apparently several issues were fixed in the recent 565 beta driver (I haven't tested it yet).

You need to use the KDE desktop environment on Wayland.

You need to set KWIN_DRM_ALLOW_NVIDIA_COLORSPACE=1 in /etc/environment.

Launch games with this parameter: gamescope --hdr-enabled -f -e -W 1920 -H 1080 -- %command%

W and H can be arbitrary values, defines resolution.

Take a look at the comments on this thread on Reddit:



Heeyyyy you seem to know what you're talking about. Do you have any insight on what we were talking about above? Basically, I get a pause to "proccess vulkan shaders" when I start up new games on linux and I have no issues with shader stutter when I let it finish. However, it seems like steam is doing this and not the game.

If windows players are not getting this step (and I would have to assume they aren't or the stutter struggle wouldn't be that big a deal), how is it being automated on linux? Any ideas?
 

Optimus Lime

(L3) + (R3) | Spartan rage activated
Reading this thread is so funny. The console players who are using one person's opinion as a way of reinforcing their lunatic beliefs that PC gaming is a nightmare labyrinth of stuttering and 'driver updates'. You guys are just crazy.

BO6 runs fine. There's an occasional tiny blink-and-you'll-miss-it stutter. The game on a high-end PC utterly demolishes both consoles, and the coming PS5 Pro, on raw performance, so enough with the hallucinations.
 

Wolzard

Member
Heeyyyy you seem to know what you're talking about. Do you have any insight on what we were talking about above? Basically, I get a pause to "proccess vulkan shaders" when I start up new games on linux and I have no issues with shader stutter when I let it finish. However, it seems like steam is doing this and not the game.

If windows players are not getting this step (and I would have to assume they aren't or the stutter struggle wouldn't be that big a deal), how is it being automated on linux? Any ideas?

This shader processing only occurs with Vulkan and OpenGL, it does not work for DirectX, probably because the first two are open source, Valve can easily modify it, while DirectX implementations are closed and each developer customizes it in their own way.

Since DXVK converts DirectX calls to Vulkan, so on Linux, this shader processing will always occur.
 

Crayon

Member
rodrigolfp rodrigolfp nkarafo nkarafo

Heya guys idk if you are still interested in this subject, but see post above.

Has no body with a steam deck noticed this added pre-compile?

We need some thread to get some more feedback from others here. I'm having a real hard time believing that Linux breaks the stutter curse and nobody seems to know about it.

Then again here I am for years reading about the stutter struggle and not putting two and two together.
 

Crayon

Member
We noticed. Several discussions about Steam Deck has people mentioning the pre compilation. Steam also does this for other Linux distros.

Yeah, guess I'm not in any steam deck threads. I also just remembered that Big picture mode will hide it if takes too long, it will display that it's building the shaders.
 
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nkarafo

Member
rodrigolfp rodrigolfp nkarafo nkarafo

Heya guys idk if you are still interested in this subject, but see post above.

Has no body with a steam deck noticed this added pre-compile?

We need some thread to get some more feedback from others here. I'm having a real hard time believing that Linux breaks the stutter curse and nobody seems to know about it.

Then again here I am for years reading about the stutter struggle and not putting two and two together.

I don't have a Steam Deck. Just a regular desktop.

I assume this pre-compilation process is exclusive to this particular device then? I don't get this process when i start the game.

Also, it's not that Linux fixes the issue, it's more like Linux allows to play it with Vulkan, which solves the issue.

At least in my case i can't run this game with Vulkan in Windows. I fixed other games this way but not this one.
 
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Crayon

Member
I don't have a Steam Deck. Just a regular desktop.

I assume this pre-compilation process is exclusive to this particular device then? I don't get this process when i start the game.

Also, it's not that Linux fixes the issue, it's more like Linux allows to play it with Vulkan, which solves the issue.

At least in my case i can't run this game with Vulkan in Windows. I fixed other games this way but not this one.

I don't have a steam deck, either. Just a regular lunux desktop. And I think you're right. If you could get one of the Vulcan translators work on the windows, it should do the same thing. I don't see why you wouldn't be able to do that little tinkering but idk.
 

Wolzard

Member
This was noticed when Elden Ring came out, it was full of stutters on Windows, zero stutters on Linux.
There isn't much coverage of this, because the player base is smaller, despite the growth of the Steam Deck and Linux, it's still a minority compared to the amount of people playing on Windows.

A differentiating point for eliminating stutters is that Valve uses its own compiler for shaders (ACO), instead of using the GPU standard (LLVM).

6fe7d122edd6ed0fd73351f561e74d9dfe9ad9ef.png


 

nkarafo

Member
I don't have a steam deck, either. Just a regular lunux desktop. And I think you're right. If you could get one of the Vulcan translators work on the windows, it should do the same thing. I don't see why you wouldn't be able to do that little tinkering but idk.
I tried using dxvk or vkd3d-proton but the game always crashes with those. They do work in other games i tried such as GTA4 and The Evil Within 2. But not with Scorn.

I also tried to simply use the -vulkan command in the launch options and it complaints about missing files or something.

I gave up on it, it isn't worth the effort anyway, the game is nothing but a graphics demo (and even that is ruined by the stutters). But it did rub me the wrong way that the devs lied in their patch notes.
 
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gatti-man

Member
Wait. I've never gamed on PC, so am largely ignorant on all the issues surrounding PC. But throughout the years, I've been told by the PCMR that PC is the bees knee. And yet we get editorials like this.

I don't understand. You can't say PC is the best and then have all these qualifiers about how you use it. It either is or isn't.
Yes, yes you can. Does every game on consoles run the same? No. Plenty of games come out in a dogshit state or drag at points. The stuttering issue and windows discussion has been a tale as old as time. Stuttering can be caused by a ton of different issues. Hardware software driver etc. PC has a ton of different setups so it’s very normal to have people saying different things.

Yes windows has overhead. It has to do a ton of different things. It isn’t just a gaming system. Computers are a one stop shop. That isn’t necessarily a bad thing.

For example I literally never see stuttering or any of these issues. But I don’t buy bottom end hardware and keep my PC on auto update so I don’t get conflicts. AMD gpus in my experience always bring the jank. I never buy them. And I make sure every piece of hardware I buy is supported by the other (ram motherboard) and don’t buy a dog slow cpu expecting the gpu to somehow do everything. There are still people out there running slow hard drives that can cause stuttering and texture pop in or hangs. Like PC variety is wild bc every user is different.
 
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Yes, yes you can. Does every game on consoles run the same? No. Plenty of games come out in a dogshit state or drag at points. The stuttering issue and windows discussion has been a tale as old as time. Stuttering can be caused by a ton of different issues. Hardware software driver etc. PC has a ton of different setups so it’s very normal to have people saying different things.

Yes windows has overhead. It has to do a ton of different things. It isn’t just a gaming system. Computers are a one stop shop. That isn’t necessarily a bad thing.

For example I literally never see stuttering or any of these issues. But I don’t buy bottom end hardware and keep my PC on auto update so I don’t get conflicts. AMD gpus in my experience always bring the jank. I never buy them. And I make sure every piece of hardware I buy is supported by the other (ram motherboard) and don’t buy a dog slow cpu expecting the gpu to somehow do everything. There are still people out there running slow hard drives that can cause stuttering and texture pop in or hangs. Like PC variety is wild bc every user is different.

From my understanding the stuttering issues are a UE5 problem and have nothing to do with hardware.
 

winjer

Gold Member
DXVK 2.5 released


Memory management

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:
  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system.
    The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.
Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support
While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9
Software cursor
Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)
[IMG]

Sampler pool
Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct solution, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements
  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness.
    Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performance on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)
D3D11 / DXGI
Resource management changes
In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Rise: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements
  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (ValveSoftware/Proton#7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering.
    This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)
Miscellaneous changes
  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
 

Danny Dudekisser

I paid good money for this Dynex!
Reading this thread is so funny. The console players who are using one person's opinion as a way of reinforcing their lunatic beliefs that PC gaming is a nightmare labyrinth of stuttering and 'driver updates'. You guys are just crazy.

BO6 runs fine. There's an occasional tiny blink-and-you'll-miss-it stutter. The game on a high-end PC utterly demolishes both consoles, and the coming PS5 Pro, on raw performance, so enough with the hallucinations.
So I should be using your opinion instead and hand-wave the mountain of evidence around these problems away? The only example you provided in support of your case is a game that apparently still stutters.
 

Fafalada

Fafracer forever
The "Shader cache cleaner": I play the whole game for you to build your cache so you can enjoy your game stutter free.
In the industry - that's also called QA testers.
I mean that's literally been part of the job since - 2006 or so when shader permutations started going out of control.

I really need to try this on Windows. Haven’t bothered yet, but if it helps with stutters I really should.
It sort of helps. On my living room setup it helped with some Unreal titles in particular (NVidia GPU).
On the flipside - when using it in handheld config it has - mostly negative side-effects (and lots of stability issues) - but that's AMD APU.
 

nkarafo

Member
In the industry - that's also called QA testers.
I mean that's literally been part of the job since - 2006 or so when shader permutations started going out of control.
Can i hire a QA tested to build shaders for my system? I want to play Scorn but those stutters are annoying.
 

proandrad

Member
For example I literally never see stuttering or any of these issues. But I don’t buy bottom end hardware and keep my PC on auto update so I don’t get conflicts. AMD gpus in my experience always bring the jank. I never buy them. And I make sure every piece of hardware I buy is supported by the other (ram motherboard) and don’t buy a dog slow cpu expecting the gpu to somehow do everything. There are still people out there running slow hard drives that can cause stuttering and texture pop in or hangs. Like PC variety is wild bc every user is different.
Shader compilation stutter effects all hardware combinations. You can't spend your way out of it. This was not an issue during the PS3/360 era of games, but it's a major issue now.
 

Loomy

Banned
I’d like to see one or two of the following happen:
1. Microsoft actually develop a version of windows that focuses on gaming.
2. Gamers abandon windows and push SteamOS Bazzite as the dominant gaming platform.
1. A terrible solution that would get Satya laughed out of the Microsoft boardroom
2. No

You're suggesting a whole new niche custom platform when the cheapest and easiest solution is to fix the one that already exists.
 
As someone who plays a lot of different PC games and updates graphics drivers regularly, I find the need to wait for shaders to compile in games to be frequently tedious to the extent that it actually puts me off wanting to play it on PC. Take The Last of Us Part 1 or Uncharted 4 for example which both have shader compilations that take in excess of 15 minutes to complete on my i5-13600KF, which is a 14 core / 20 thread CPU. Honestly, every time I load either of those games up I have to wait for the shaders to recompile because I have usually installed a new graphics driver for another game I am currently playing.

On consoles those same games just boot up in seconds regardless, no waiting around for shaders to compile, and generally they have less stuttering. It's not a great look for PC and highlights a weakness in its design in my opinion versus the consoles even if PC is for me the definitive gaming platform in terms of offering the best resolutions, framerates and image quality with the options for user mods and tweaks.
 

RJMacready73

Simps for Amouranth
Correct me if I'm wrong here as I haven't followed PC gaming in years but wasn't SteamOS meant to be an alternative to using windows, whatever happened to it
 

nowhat

Member
Correct me if I'm wrong here as I haven't followed PC gaming in years but wasn't SteamOS meant to be an alternative to using windows, whatever happened to it
It was, during the short-lived time of "Steam machines", but at the time it was only capable of running native Linux games, which weren't (and aren't) that common, especially outside indie titles. But after that (mis)adventure Valve put a ton of work into Proton (basically a translation layer that translates DX calls to Vulkan), which is why Steam Deck is able to run most of the titles on Steam. Some with issues, yes, but it's way better than what the situation was with Steam machines.
 

M1chl

Currently Gif and Meme Champion
Especially now with Xbox hardware failing, why not release a gaming focused OS and call it *gasp* ....Xbox? I don't know, seems too logical for Microsoft to comprehend.
Because unless it would run on very limited amount of HW configurations, same things would happened as with normal Windows. Shaders needs to be compiled to architecture you are using, thus this is more fundamental issue.
 
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