I'm wondering if this is the moment for Linux gaming. Valve has certainly taken it a long ways from where it was.
I'm wondering if this is the moment for Linux gaming. Valve has certainly taken it a long ways from where it was.
What is this needed for actually, can't these come precompiled with the game, just like the game's executable?
There are 3 brands of GPU so max 3 precompiled versions needed? Is that naive to assume this? CPU's need only one version mostly between AMD and Intel (or at most a few for different SIMD instructions)
Internal pipelines can vary between GPU architecture too. Currently AMD ships a different branch of their own Windows drivers for the new RDNA3 architecture GPUs (RX 7000 series). So precompiled shaders probably work won't between architectures.
CPU's are not changing their instructions based on driver updates either.
IMHO, time for CPU's to offer thousands-of-floats-wide SIMD instruction sets instead of the measily 512 bits, that can do the same as GPU's but are way more stable, and get rid of those annoying, version-of-driver-dependent, install-100-python-libraries-to-use-them GPU's.
GPUs will never be outperformed by a CPU with wider SIMD. Intel learned that the hard way with Larrabee. They are on a different place on the pareto front.
When did compiling of shaders become a thing? Nvidia GeForce had shaders in the year 2001 but I don't remember ever seeing this then. The first time I saw compiling of shaders happen was in 2017 in a console emulator I think.
So how did it work before then, and what exactly has this compiling now improved compared to before?