



C:\Users\Me\AppData\Local\Lockheed Martin\Prepar3D v2 Substitute for the word Me in this example. P3d will restore the folder when it is run. … Click Perform Reset and then OK to delete the Shader Cache. Backup Shader folder and delete original. It is always safe to delete it it will just cause shader variants to be recompiled.įinally, What does clearing shader cache do?, Reset Shader Cache – Shader Cache allows for faster loading times in games and reduced CPU usage by compiling and storing frequently used game shaders, rather than regenerating them each time they are needed. … turning cache shader OFF solved it.įurthermore, Is it safe to delete shader cache?, It also means that the shader cache folder can become quite large, if you have a lot of shaders that are changed often. Should I turn shader cache on or off?, You don’t need a Shader Cache for any reason if your SSD can keep up with the demand of the shaders being streamed from it. … Since all shader code is written in HLSL and cross compiled to other platforms, shader compilation is only possible on a Windows PC.

I'd say, just be patient, even now rpcs3 keeps shader cache versions for a long time, it's quite rare these days for the structure to change.The Shader Cache is a collection of parsed and pre-compiled shaders. The whole chip shares a single L2 cache, but the different units will have individual L1 caches. They may be grouped together with one texture unit per shader core, or one texture unit shared among two or three shader cores, depending on the GPU. There are other examples of critical information being loaded outside the shader code itself making things inconvenient. In addition to the shader cores there are also texture units. This includes things you would never expect including what type of texture is being sampled for example (1D, 2D, 3D, cubemap, they all share the same instruction with no hints). Depending on the microcode structure the chip uses for shaders, it may be possible to precompile the raw shaders, but the PS3 is not friendly enough to do so as part of the shader's variable state is stored in GPU registers separate from the shader itself. Sometimes everything looks good until you encounter a corner case and have to restructure again. And yes, eventually there should be no need to invalidate the cache, but can't make any promises due to unknown unknowns. I have no idea what cemu/yuzu are doing, it depends on the graphics chip being emulated.
