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Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 60

Oh, that's pretty neat. Microsoft is definitely the right level to address this at - they already have permission to enumerate the HW, own the hardware and software infra to tackle this, enjoy economy of scale other players are not privvy too, and can deliver a solution in a vendor agnostic way. Thanks for the heads up. It's the right thing to happen.

Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 60

Of course there are. Tragedy of the commons. My point is that no single entity is likely to absorb the costs unless they're already enjoying economy of scale advantages and there are business experience/optic benefits to doing so. The poster above you pointed out that Microsoft seems to be addressing this, which makes a lot more sense to me than doing it at the 3d HW vendor level.

Comment Re:BitTorrent (Score 1) 60

Sure, but many people would opt in, especially if you explained that they would benefit.

Maybe. Maybe not. Before committing to developing such a thing, you'd have to at least do some research and analysis to find out if that's true and how the likely opt in/out ratios would impact the business case. Remember, this is hosting content in a daemon on your machine .. I think that'd a non-starter for a lot of people, despite the upside of shorter shader updates. (I'm not super up on what the US ISP market/landscape is like these days, but are not data caps still a thing on many plans there? I get the sense that hosting off a home line is not only a performance concern but a concern with actual possible financial ramifications.)

It can't be only when the game is open - this is when gamers are most sensitive to their computers doing other work, and the available of such a network would be far more limited.

Comment Re:BitTorrent (Score 1) 60

Also a torrent like network would be absolute loaded with cache misses. You need to fetch a shader from somebody who has the exact same hardware/drive/game version combination as you do, and they need to have opted in. I highly suspect the majority case for many would be to cache miss and end up compiling locally.

Comment Re:BitTorrent (Score 1) 60

Asking people to host and serve a non-trivial amount of content to other players is a non-starter. (The size of compiling all the shaders for CoD can range from a couple gigs to 10 gigs.) Opting in to a torrent-like network would have to be opt in - many people would just opt out (justifiably or not) minimizing the point of such a network.

You can probably assume that if you've thought of something, they've thought of it too. They simply have constraints and considerations - both technical and business oriented - you don't need or want to account for.

Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 60

It's worth noting that many game studios/engines do support shared shader caches in their local studio pipelines, but the hardware config spread is much more limited, and the costs for lost productivity waiting for shaders is far greater than hosting a shader cache on premises.

Comment Re:Works pretty well. (Score 1) 49

Can confirm Bazzite. 85/90% there I'd say, which means there's still a bit of "tread carefully" for people. I'm very happy with the running, but I'd be less than truthful if I said it was completely frictionless.

For example, 90% of my gaming is on Elder Scrolls Online, the 'play' button on Steam runs the Zenimax launcher not the game itself and there's also an annoying recent'ish (few months) bug where it seems games launched from a 3rd party launcher don't know they've got the foreground focus. Steam thinks the launcher has the foreground., andn ESO this manifests as not autoswitching to the main game window after you've gone through the Zenimax launcher, no sound and sometimes stuttering frames because the ESO game window still thinks its in the background somehow. Random'ish alt-tabbing and clicking will bring it back, but it means there's a a) a small bit of friction where there was previously none and b) some change or regression because all this used to run fine without that issue.

I played Rez:Infinite. Great game, but it has an "Attack" mode which will crash after the third level or so. Again, friction.

I play Skyrim. Setting both Skyrim and ESO up for modding, including running some Windows binaries required by the mods, was a relatively painful learning experience.

I have a friend who wanted to switch but didn't because of kernel DRM in some of the Windows games. Once again, friction.

I'm very happy with the switch and wouldn't go back, but I'm experienced with Linux (Slackware 0.9 alpha being my first distro, and I'd installed before distros like that existed as well - anyone for Minix on an Atari ST?). I can see people not quite as annoyed with Windows as me not really seeing the benefit. For me, it was one giant Co-pilot advert too far that made me say "right then, done". After I'd told it no god knows how many flaming times, Windows popped up some "Let's get ready in your new Co-Pilot account!" thing that literally just had me hard power off and wipe the OS away. My PC is purely for gaming, I use a Mac laptop for my desktop work, so I get that luxury.

(as an aside, I do wish Steam would ban using launchers when it itself is the launcher. There's no reason for that Zenimax launcher to exist in the Steam version of the game, and it's annoying as hell because it prevents me from using Big Picture mode and just treating the whole thing like a console. That's true for either Windows or Linux, this is a 3rd party launcher thing and not an OS thing).

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