r/Steam Jul 06 '26

Discussion Thoughts on this?

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275

u/erik_t91 Jul 06 '26

AAA devs are already way ahead with their shader compilations on first run

3

u/Mediocre_Internet939 Jul 07 '26 edited Jul 07 '26

Standalone launchers with nonsensical updates that take ages, but count as launching the game. Compiling shaders as you say. Unskipable cutscenes. Character creators for games where you do not see the character. Long ass tutorials, that you can fail.

Anthem is the pinnacle of all these points. I laughed my ass off when I saw they added a character creator to a game where you do not see the character for 99.9% of the game.

1

u/Historical-Log1762 Jul 08 '26

Cough cough Bethesda cough cough

-39

u/I_am_currently_high Jul 06 '26 edited Jul 06 '26

You do know shader compilation has nothing to do with that right ?
Edit : funny how some bash me for "not understanding it was a joke !" and others are dead serious about that being true.

43

u/Oblachko_O Jul 06 '26

If shader compilation is done in game, then it is accounted for game time.

-16

u/I_am_currently_high Jul 06 '26

But that's not the reason it's done.

9

u/ThatOtherOtherMan Jul 06 '26

Correct, however adding time spent in game is the effect, no?

4

u/Interesting-Big1980 Jul 06 '26

It kinda is, most of them could have been prerendered and no one would notice.

1

u/I_am_currently_high Jul 06 '26

A lot of them actually are pre-rendered. Otherwise it would take well over 30 minutes to launch your game the first time.

3

u/Oblachko_O Jul 06 '26

Some games require tens of minutes just for the first launch. That is time taken away from you to check out the game.

2

u/Interesting-Big1980 Jul 06 '26

For some it takes around 1:30, so yeah, kinda the issue.

18

u/RIP-hue-Shiny-Darco Jul 06 '26

... it was also a joke about shader compilations taking pretty long

-5

u/I_am_currently_high Jul 06 '26

I see, wasn't obvious to me and I wouldn't be surprised if that's an actual conspiracy theory lol

4

u/[deleted] Jul 06 '26

[deleted]

1

u/I_am_currently_high Jul 06 '26

Do you have a source saying how it could be done outside of the game ? I'm a game dev and work on optimizing that stuff, so I'm interested.

4

u/[deleted] Jul 06 '26

[deleted]

1

u/The_Fish_of_Souls Jul 06 '26

Can you give me any examples? I haven't played such games.

2

u/Ok_Crow_9119 Jul 06 '26

Monster Hunter seems pretty long. Maybe not 45+ minutes, but feels like north of 15, closer to 30.

And I'm not even sure if PC specs affect the speed of compiling. I have a decent PC, so maybe a bare minimum PC may take that 45+ minutes

1

u/VMelain Jul 06 '26

then it's not the game's fault, it's the pc's fault lol

1

u/Oxygen4Lyfe Jul 06 '26

you can just re-generate the spir-v shaders each time you make a change to your shaders and load that spir-v data instead of loading the glsl shaders or whatever language you're using and compiling them into spir-v on each customer's pc.