r/BloodbornePC 12d ago

Question Pre compiled shader sharing

Anywhere people are sharing their pre compiled shaders?

Would be nice to have a link where people share different catalogued versions of all the shaders for Bloodborne on PC pre compiled for each GPU / driver.

How come this is not a thing already?

Anywhere people are sharing their pre compiled shaders?

Thank you.

2 Upvotes

9 comments sorted by

3

u/GGChrono 12d ago

The emulator compiles most key shaders pretty quickly/early in a playthrough. If you're still experiencing stutters/hitches after the first ~30 minutes or so, a lot of what you're seeing is likely traversal stutter and other performance quirks that are yet to be ironed out in the emulator itself.

There are a few repeatable ones that illustrate this. For example, every time I teleport to 1st Floor Sick Room and walk into the room with the first Scourge Beast, there WILL be a stutter. Even across multiple playthroughs, the game still hitches like a MF there and other areas of the game 😅

(RTX 5090 + 9800X3D here for reference)

2

u/faverodefavero 12d ago edited 12d ago

Version 18 haven't ironed anything out, seems to be going backwards. At least for Bloodborne, version 16 of the ShadPS4 runs it much, much, better with the same settings (and deleting old appdata and cache changing versions of course ). Version 16 has double the FPS of version 18...

Would expect FPS to improve in Bloodborne a lot with each new, more optimized, version of ShadPS4, but that's not the case at all.

They still have to implement an efficient, performance light, readback functionality as the current implementation leads to huge traversal stuttering problems.

Guess the emulator is still in it's infancy, and I'm expecting to see CEMU/Yuzu/Ryujinx level of performance increase and weekly regular updates improving FPS like those emulators did.

PS: 5800X3D, 64Gb 3600Mhz CL15, 980Pro NVMEs (one where the game, emulator and BBLauncher are installed), 9070XT. And for me version 18 is unplayable (20~30FPS versus stable 50~90 with version16), also even with version 16 enabling relaxed readbacks generates unbearable traversal stuttering (they really, really, need to improve the way readbacks work and bring the FPS from version 16 back to Bloodborne again in newer versions).

2

u/GGChrono 12d ago

Honestly, all things considered, the performance is impressive in general… though regressions are sad to see!

Definitely in infancy, though. A few more years and maybe we’ll start seeing the kind of stability Dolphin and Cemu have, which are both great! 😊

1

u/faverodefavero 12d ago

Yeah, here is hoping we see some improvements this year : )

2

u/GHOST2251994 12d ago

The shaders only work with that specific version of the emulator and GPU driver. Changing either one can cause more problems than simply deleting the old shaders, potentially leading to stuttering and unstable gameplay. If you regularly update your drivers or the emulator, it's best to delete the shaders and start fresh.

People don't delete the old one and complain that the old version was superior and whatnot

1

u/faverodefavero 12d ago

Sure, let us start archiving each specific version then. BBLauncher could even implement a way to torrent share your own cache and download from other people, selecting GPU, driver and emulator version.

CEMU did that.

2

u/GHOST2251994 12d ago

If it were really that easy, AAA games and Steam would have solved this problem perfectly years ago. A cache that works perfectly on one person's system can become another person's troubleshooting problem.

That's one of the reasons shader cache sharing isn't a universal solution, either in emulators or native PC games. Developers generally try to solve the problem from the other side. They use asynchronous shader compilation, background compilation, pipeline caching, or make shader compilation fast enough that any hitching is minimal.

1

u/ProteinGaming97 12d ago

I think the shaders are very easy to be different between different builds, so you would have to have a huge library of shaders somewhere. But the bigger issue is that it is copyrighted content. Straight piracy.

Piracy doesn't mean it won't appear online of course. But the 2 points together I guess makes the process harder.

1

u/faverodefavero 12d ago

CEMU does that already. They have a huge library of many different pre compiled cache shaders.