As far as I'm concerned a shader cache is needed for games like The Talos Principle. Running around a map for several minutes for the stutters to go away drives me bonkers and I got fed up with it after awhile, as such I'm waiting for Vulkan support on my R9 270 so I finally finish the game. (even if I have to go with the "pro" driver stack for awhile)
Also the new Unreal Tournament suffers badly too. I'm all for other improvements, but there is a reason why Nvidia and AMD use shader caches in their propriety drivers...
As smitty says I was under the impression one was in the works for radeonsi or atleast in the thoughts of the developers.. Possibly just not taking priority compared to the remaining OpenGL work.
Also the new Unreal Tournament suffers badly too. I'm all for other improvements, but there is a reason why Nvidia and AMD use shader caches in their propriety drivers...
As smitty says I was under the impression one was in the works for radeonsi or atleast in the thoughts of the developers.. Possibly just not taking priority compared to the remaining OpenGL work.
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