BloodyIron
Member
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. This is pretty annoying, and I bet there's room for efficiency improvement in Vulkan Shader Caching in each patch, as in maybe shaders are being cached that are redundant vs the previous patch.
But not only that, there's plenty of times when Deadlock will update while I'm doing things (which I want) but the Shaders will not cache in the background (despite STEAM being set to do that). So when I launch Deadlock (despite it being updated maybe hours ago) I have to compile the shaders _yet again_, when most of the time this should have already happened for me.
Now, I know it's a bit out-of-scope for this forum, but if we also had more STEAM controls for shader caching, that I think would be great too. As in, maybe a setting for "always generate shader cache after every update, immediately" (as opposed to waiting for the computer to be idle or other such logic), and maybe some settings for how much CPU gets used when doing background shader compiling (more or less, sometimes I would want it to use more CPU to complete faster, or sometimes I want less, or other people may have their own preferences too).
Anyways, this is more really about the Vulkan Shader Caching process for Deadlock probably benefiting from tuning. If there's anything I can do for testing, additional feedback, or other ways I can help with this, please let me know! I am a Linux IT vet/SME, so I bring a lot to the table.
Thanks!
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. This is pretty annoying, and I bet there's room for efficiency improvement in Vulkan Shader Caching in each patch, as in maybe shaders are being cached that are redundant vs the previous patch.
But not only that, there's plenty of times when Deadlock will update while I'm doing things (which I want) but the Shaders will not cache in the background (despite STEAM being set to do that). So when I launch Deadlock (despite it being updated maybe hours ago) I have to compile the shaders _yet again_, when most of the time this should have already happened for me.
Now, I know it's a bit out-of-scope for this forum, but if we also had more STEAM controls for shader caching, that I think would be great too. As in, maybe a setting for "always generate shader cache after every update, immediately" (as opposed to waiting for the computer to be idle or other such logic), and maybe some settings for how much CPU gets used when doing background shader compiling (more or less, sometimes I would want it to use more CPU to complete faster, or sometimes I want less, or other people may have their own preferences too).
Anyways, this is more really about the Vulkan Shader Caching process for Deadlock probably benefiting from tuning. If there's anything I can do for testing, additional feedback, or other ways I can help with this, please let me know! I am a Linux IT vet/SME, so I bring a lot to the table.
Thanks!