Originally posted by duby229
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Intel's Mesa On-Disk Shader Cache Maturing, Radeon Devs Not Yet Convinced
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Originally posted by tpruzina View PostAs the RAM fills up page cache residing in unused memory gets sacrificed however.
Of course you would need the RAM to fit that, so you will probably have to choose only the folders with the most important parts of the game if it is an AAA that takes up 50 GB of disk space and you don't have a server with 256GB of registered ram under your desk.
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I've only just got a card (RX 480) where you would notice this sort of thing, as opposed to the overall crappy performance drowning it out, so this is a new issue for me. I have The Talos Principle set to Ultra and it's smooth after looking around a bit but you always get that initial stutter, which sours the experience. I wouldn't mind a few seconds extra load time if it meant it would be smooth afterwards.
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Originally posted by starshipeleven View Postyou could use folder2ram https://github.com/bobafetthotmail/folder2ram script to turn the game folder to a ramdisk (tmpfs) instead (does some trickery with bind mounts so you can sync back the modified data from the tmpfs to the storage easily and at any time).
Of course you would need the RAM to fit that, so you will probably have to choose only the folders with the most important parts of the game if it is an AAA that takes up 50 GB of disk space and you don't have a server with 256GB of registered ram under your desk.Last edited by duby229; 13 July 2016, 09:59 AM.
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Originally posted by duby229 View PostI'm still leery about touching storage. If it takes longer to compile a shader than it does to read it from disk, then it can help.. But I'm not convinced that'll happen every time. I think it needs to be extremely concious of overall latency and be very selective.
while game is running on-disk simply makes no sense due to the fact that memory limit really is no problem nowadays where difference between having them cached on disk or in memory is astronomical
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Originally posted by schmidtbag View PostI personally see no harm in this, but, it should be optional. For some devices, particularly ones with SoCs, some users might not have storage they're willing to spare, or might not have storage that's fast enough to benefit from this. Furthermore, how does the cleanup work? If the cache is permanent, that data will add up quickly over time, but if it's too short-lived then it doesn't really benefit users that much.
Personally, I'm much more interested in Marek's approach of making it multi-threading.
So fastest and the best would be - to have both of those playing togetherLast edited by dungeon; 13 July 2016, 10:00 AM.
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Originally posted by starshipeleven View Postyou could use folder2ram https://github.com/bobafetthotmail/folder2ram script to turn the game folder to a ramdisk (tmpfs) instead (does some trickery with bind mounts so you can sync back the modified data from the tmpfs to the storage easily and at any time).
Of course you would need the RAM to fit that, so you will probably have to choose only the folders with the most important parts of the game if it is an AAA that takes up 50 GB of disk space and you don't have a server with 256GB of registered ram under your desk.
Personally don't play any 50GB games though, I have trouble filling up 16GiB of memory that I've got in my current box (except when running VM with windows+visual studio+IDA).
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Originally posted by justmy2cents View Post
only case where it would definitely benefit is if they would be read at start from one big file if gpu is the same at next time you run the game which would reduce every concurrent game start.
while game is running on-disk simply makes no sense due to the fact that memory limit really is no problem nowadays where difference between having them cached on disk or in memory is astronomical
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