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@GDCPresoReviews@mastodon.gamedev.place

2026-04-23 06:23 UTC

They didn't pull any punches! They weren't trying to sell me anything. - They started off saying they just flat-out don't like PSOs. The inputs to PSO creation come from various places, with various lifetimes, and you often don't know what you need to create them until it's too late. Their solution was "have QA play the game and cache all the shaders and ship the cache on disk" but I don't think that's a real solution because the stuff on disk is hardware- and driver-dependent. 3/10

Replies (2)

  • - Their feedback about barriers was that their performance characteristics on different GPUs was *wildly* different. It was difficult to make the barriers correct, but it was *really* difficult to find a sequence of barriers that was semi-optimal on all devices. They went so far as to say essentially the only way to do this well would be to test on every GPU, and then flat out said that doing so would be completely impractical for their company. 4/10

    Open ##2698063

  • @dotstdy@mastodon.social 2026-04-23 07:03

    @GDCPresoReviews@mastodon.gamedev.place that's shipping the *inputs* to the PSO creation, not the compiled binaries. So it's not driver or hardware dependent, but does require work at startup to compile everything.

    Open ##2698072