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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Regarding Shader cache
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Regarding Shader cache
02-28-2015, 07:03 PM (This post was last modified: 02-28-2015, 07:04 PM by delroth.)
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delroth Offline
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(02-25-2015, 06:25 AM)AnyOldName3 Wrote: Master-branch Dolphin is an accuracy-focused emulator above all else, and if some devs had their way, everything would be done with interpreters and software renderers to ensure perfect accuracy in every respect except speed. There are definitely settings in Dolphin that make things faster or prettier at the risk of breaking other things, but there aren't a huge number of them - it's a nuisance to have to look after two code paths for everything, as it potentially means that every change has to be made twice in two different places in two different ways. This slows down development.

Oversimplifying the issue doesn't help anyone. No, it's not "Ishiiruka likes speed" and "Dolphin devs like slow things". In fact I hope you realize that's extremely offensive to people who have worked for years on improving Dolphin's performance. The real issue is that async shader compilation is a horrible hack that partially breaks rendering for an undefined amount of time at undefined time in the execution. As it is it probably is the most broken hack in the history of Dolphin. It's PCSX2 level of hacky.

There are more elegant solutions to this problem (delaying shader compilation and using a slower macroshader as an alternative until shaders are compiled, for example). Nobody seems interested enough in the problem to implement that solution.
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
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