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One alternative that many games choose is to do it on-demand which is felt as micro-stutters while you play but this is a poor choice for a competitive game like CoD.

We take a slightly different approach: we don't do any up-front in the launcher but do as much as possible on the level loading screen; it's not perfect though: due to the way some legacy code works we can't always anticipate all permutations ahead of time so you get the occasional micro-stutter as missing shaders are sent to the driver.

You can get away with being lazier with modern drivers because they will cache the compiled result for you (if you don't cache the pipeline state object yourself in DirectX 12) but on older DirectX drivers for Intel IGPs there wasn't a cache at all so the first 30 seconds after loading into a level would be very busy.



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