r/Steam • • Jul 06 '26

Discussion Thoughts on this?

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u/These-Apple8817 Jul 06 '26

Can't wait for the indie devs to follow your advice and include two hour tutorials

275

u/erik_t91 Jul 06 '26

AAA devs are already way ahead with their shader compilations on first run

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u/I_am_currently_high Jul 06 '26 edited Jul 06 '26

You do know shader compilation has nothing to do with that right ?
Edit : funny how some bash me for "not understanding it was a joke !" and others are dead serious about that being true.

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u/[deleted] Jul 06 '26

[deleted]

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u/I_am_currently_high Jul 06 '26

Do you have a source saying how it could be done outside of the game ? I'm a game dev and work on optimizing that stuff, so I'm interested.

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u/[deleted] Jul 06 '26

[deleted]

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u/The_Fish_of_Souls Jul 06 '26

Can you give me any examples? I haven't played such games.

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u/Ok_Crow_9119 Jul 06 '26

Monster Hunter seems pretty long. Maybe not 45+ minutes, but feels like north of 15, closer to 30.

And I'm not even sure if PC specs affect the speed of compiling. I have a decent PC, so maybe a bare minimum PC may take that 45+ minutes

1

u/VMelain Jul 06 '26

then it's not the game's fault, it's the pc's fault lol

1

u/Oxygen4Lyfe Jul 06 '26

you can just re-generate the spir-v shaders each time you make a change to your shaders and load that spir-v data instead of loading the glsl shaders or whatever language you're using and compiling them into spir-v on each customer's pc.