Vulkan and DirectX 12 won't help at all for shader stuttering issues.
Shader stuttering happens because all of a sudden in the middle of a rendering frame we encounter a new GPU state and must create and compile a new shader to represent it, a process which can often take several hundred milliseconds.
Neither API allows you to compile shaders any faster than OpenGL 4.4 or DirectX 11, in fact they use the exact same shaders and use the same shader compilers. If we were to theoretically create a vulkan or DirectX 12 backend, the shaders are about the only thing we wouldn't need to make any changes to.
Ubershaders are the way to go.
Shader stuttering happens because all of a sudden in the middle of a rendering frame we encounter a new GPU state and must create and compile a new shader to represent it, a process which can often take several hundred milliseconds.
Neither API allows you to compile shaders any faster than OpenGL 4.4 or DirectX 11, in fact they use the exact same shaders and use the same shader compilers. If we were to theoretically create a vulkan or DirectX 12 backend, the shaders are about the only thing we wouldn't need to make any changes to.
Ubershaders are the way to go.
