Been trying to learn something about shaders cached on the system. I'm curious where the code comes from that is used when compiling them, for one thing. For instance: can a shader compiled from an older driver cause issues when you update drivers.
I know you can delete the cached shaders (if you can find them as it varies based on system and game) as they'll just be re-compiled next time you start Windows or a game. The only downside I've seen is a slight slowdown or stuttering next time playing the game until they recompile.
What I don't understand is if there's any real benefit from deleting for fixing stability issue after a driver update, or maybe even a failed overclocking attempt. If shaders in the cache were compiled using code from the old driver that's not relevant to the new driver is what I'm thinking.
But it would only make sense to compile after installation if the shader depends on other code or settings that can vary on a client system...so I'm curious what that might be.
Any information would be helpful... but even more so informative. It's an interesting thing to know about.
I know you can delete the cached shaders (if you can find them as it varies based on system and game) as they'll just be re-compiled next time you start Windows or a game. The only downside I've seen is a slight slowdown or stuttering next time playing the game until they recompile.
What I don't understand is if there's any real benefit from deleting for fixing stability issue after a driver update, or maybe even a failed overclocking attempt. If shaders in the cache were compiled using code from the old driver that's not relevant to the new driver is what I'm thinking.
But it would only make sense to compile after installation if the shader depends on other code or settings that can vary on a client system...so I'm curious what that might be.
Any information would be helpful... but even more so informative. It's an interesting thing to know about.
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