“A lot less than you paid for it.”
63 karma · joined September 5, 2025
“A lot less than you paid for it.”
The issue is that, because of monolithic pipelines, you have to provide the exact state the shaders will be used in. There's a lot of that, and a large part of it depends on user authored content, which makes it really hard to figure out in advance.
It's a fundamental design mistake in D3D12/Vulkan that is slowly being corrected, but it will take some time (and even more for game engines to catch up).
I fully expect it to be split into Vulkan ES sooner or later.
The shader stutter issues are non-existent on console because consoles have one architecture and you can ship shaders as compiled machine code. For PC you don't know what architecture you will be targeting, so you ship some form of bytecode that needs to be compiled on the target machine.
I am not surprised by this story.
Recently, however, I had the displeasure of working with FlatBuffers. It's worse.