Marvel Rivals prioritizes preloading shaders to ensure smooth performance and consistent visual quality during gameplay.
Marvel Rivals prioritizes preloading shaders to ensure smooth performance and consistent visual quality during gameplay.
I use it a few times each day and every time it happens... I’m not sure if it’s just a routine update, but it updates quite often—every other day or so? I’m just wondering if this is typical since it’s consuming a lot of CPU cycles for an unoptimized engine, which bothers me a lot. ...-
It's common for UE5 titles to have longer startup screens during initial launches, followed by shorter ones after updates or driver changes. This behavior is typical in most games. Similarly, Stalker 2 exhibits the same pattern. This usually indicates a need for familiarity with UE5 development practices.
Converts platform-independent shaders into GPU-specific instructions.
I see, but only after updates? That’s what bothers me. I was used to RPCS3 where everything gets translated so a PC can run it—it forms the core of how the emulator functions, right? A few years back, regular game engines began implementing "shader cache"... why did they do that? Honestly, I’m curious about the benefits (especially for games that are already slow). For example, once shaders are cached, the game runs smoothly at around 150fps with no noticeable stutters—though that’s still odd. PS: Overwatch seems to do this too sometimes, probably for live updates or matches, taking roughly two minutes usually.
Yeah, I see... It didn't do it that long this time, maybe 5 minutes... On initial launch that seemed more like 20 minutes lol... yikes...
When rivals release updates via Steam or in-game, the shaders are re-cached automatically. This happens with new maps, costumes, and other assets—especially when they’re not already available. It means the system handles preloading on demand rather than forcing users to download everything upfront. The responsibility shifts from developers to players, who now face more variability depending on their hardware. Ultimately, this approach balances accessibility with cost efficiency.
Sure, it can be useful in certain situations. Many Unreal Engine 5 titles are not very optimized, so this might provide some benefit.
Sure, I appreciate the clarification. It’s helpful to know it improves the overall flow, even if it isn’t ideal.