Still having janky death replays. They haven't been good once so far in the months I've been here.
I was about to open another thread, forgetting I made this one, until the forum suggestion pointed me to this, hah!
Yeah please fix replays :(
Was rocking my own Dynamo build, and Quantitative Easing (Quantum Entanglement) was recommended for upgrade (the last level upgrade for it). So I maxed it, and the game kept recommending it for next "suggested" upgrade, until I died and respawned.
Unsure how frequent this happens, but yeah...
WOOT latest update seems to have resulted in shaders compiling fully in the background! Thanks VALVe! :D I saw my computer processing them earlier while I was doing other things. Just launched the game and it came up immediately, no need to process shaders at launch >:D Yay!
Stop harassing me on this. I am not turning it off. There are still games that benefit from it, and this thread isn't about proving that. It is about bringing attention to a completely different problem. You're completely derailing this thread, and I just want you to stop. Do I need to get...
You're not going to convince me to turn it off. Please stop trying to convince me to turn off pre-compiling of shaders. I'm not interested and I know what I'm talking about for my case. You're not helping.
Another day, another probably 5-10 minutes or so of shader compiling when launching the game... instead of when my computer was idling literally the whole night. 🤦
Yeah update today requiring I render shaders again, so far I'm at 70% after about 5 minutes of rendering... Why wasn't this compiling in the background again? I've been using this computer for about an hour and not doing gaming (working on other stuff). So the shaders really should have been...
I think this particular topic really warrants engagement from VALVe, in at least two ways.
This is identified as "not working as intended" and corrected (not only for Dynamo's own QE behaviour, but also for ally positioning aspects), or:
The language used in the QE description outlines that...
I'm rocking Ubuntu Desktop 24.04, Ryzen 5800x, and an nVidia 4070.
Every time (no exception) Deadlock gets updated, no matter the size, I have to compile Vulkan Shaders at game launch. This doesn't seem to matter based on size of the patch, as even the smallest patches seem to trigger this...
Okay after reading this thread: https://forums.playdeadlock.com/threads/feedback-process.3/
I believe you're right, I'm going to post this in that section. Thanks for pointing me in the right direction there @a2r14n ! :) Have a lovely day please.
Ohhh I am used to "classic" forum access where "private" means "you can't do anything here at all". ;P Thanks for clarifying! But uhhh wouldn't a topic like this benefit from community discussion? Or is this the "rules" of how this forum works? (that I should post this kind of stuff there)