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Godot 3.5 Beta 1 Brings Async Shader Compilation & Caching

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  • Godot 3.5 Beta 1 Brings Async Shader Compilation & Caching

    Phoronix: Godot 3.5 Beta 1 Brings Async Shader Compilation & Caching

    While we are very eager for Godot 4.0 with everything that this open-source game engine is going to deliver on, Godot 3.5 beta is out today and is a rather nice interim step forward...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    This new implementation uses an "ubershader" that is compiled on start-up and cached for subsequent runs. For gamers this ubershader system should mean less stalling (or ideally none) during gameplay.
    AFAIK, the Dolphin emulator was among the first to implement this concept of "übershaders" to eliminate stuttering, although simply compiling the few shaders on start-up that Gamecube/Wii games are shipping with achieves the same.

    Nevertheless, an interesting read:

    When you're playing your favorite game on Dolphin with a powerful computer, things should run fairly well. The game is running full speed, there are no graphical glitches, and you can use your favorite controller if you want. Yet, every time you go to a new area, or load a new effect, there's a very slight but noticeable "stutter." You turn off the framelimiter to check and your computer can run the game at well over full speed. What's going on? The slowdown when loading new areas, effects, models, and more is commonly referred to as "Shader Compilation Stuttering," by users and developers alike. This problem has been a part of Dolphin since the very beginning, but has only recently become more of a focus.

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    • #3
      Originally posted by Linuxxx View Post

      AFAIK, the Dolphin emulator was among the first to implement this concept of "übershaders" to eliminate stuttering, although simply compiling the few shaders on start-up that Gamecube/Wii games are shipping with achieves the same.

      Nevertheless, an interesting read:

      https://dolphin-emu.org/blog/2017/07/30/ubershaders/
      Indeed – Godot's usecase is actually quite similar, despite not being an emulator. Since Godot is a very general-purpose game engine, it supports both built-in and user-provided shaders. However, it does not know in advance which shader versions will be needed at run-time. Therefore, it faces a problem very similar to Dolphin.

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      • #4
        inb4 uid313's usual repetitive question regarding good Godot games

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        • #5
          I demand phoronix.com benchmarks of godot engine games.
          Phantom circuit Sequence Reducer Dyslexia

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          • #6
            I should be excited by this release, but 4.0 seems both right around the corner and so far away! And, in comparison, though incomplete, Bevy is such a brilliant open-source engine! It's getting my attention more and more, especially with the latest 0.6 and its new renderer.

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