stride3d / stride3d/stride

Low performance of shader compilation

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#187 2 comments 0 reactions 0 assignees View on GitHub

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area-Shaders enhancement performance
Dominant language
C#
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Description

Release Type: Official Release

Version: 3.0.0.4

Platform(s): Windows

Describe the bug
Poor performance/very sow shader compilation

To Reproduce
Steps to reproduce the behavior:

  1. Run any scene (Top Down RPG) without shaders precompiled

Expected behavior
Ability to be absolutely sure that game will run on max performance; i.e. precompile shaders before game is run.

Additional context
i5 4core 3.5ghz; 16gb ram will freeze for up to 10 seconds when compiling new shaders. I can't imagine orcing my future player to even wait >0.1s when I missed some shader. It would require me to walk everywhere in game and HOPE that I've walked everywhere...

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the freeze on Windows with the Top Down RPG scene, running it without precompiled shaders and observing compilation time on the reported hardware. The issue names no source file or test; done should mean shader compilation no longer causes the reported long freeze and that shaders can be prepared before gameplay begins.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev, performance
Issue type
Bug
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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