This “loading shaders” thing in Call of Duty and Warzone is THE worst garbage I have ever encountered in any game I have ever played.

    • Sonotsugipaa
      link
      fedilink
      English
      257 minutes ago

      Also gamers when any scene at any point has less than 500000 polygons and UINT32_MAX particles, each with its own material

  • @[email protected]
    link
    fedilink
    English
    126 hours ago

    The alternatives are sitting at a loading screen, or the game freezing to compile a shader every time it needs a new one. Would you prefer one of those?

  • @Sanctus
    link
    English
    127 hours ago

    Halo Infinite compiles shaders for thirty minutes every time I launch it. So CoD isn’t the only one.

    • @[email protected]
      link
      fedilink
      English
      106 hours ago

      Shaders are typically code run on the GPU to make your game look good. They power lighting and various effects used in rendering the game. Virtually everything uses shaders, and precompiling them can save a lot of resources over having to compute them on the fly, but comes with associated hassles.

      • @[email protected]
        link
        fedilink
        English
        33 hours ago

        Why does every client needs to compile them ? Couldn’t they compile the shaders maybe once per graphic card model and push those already compiled assets into the GPU ?