![dolphin emulator shader cache mac dolphin emulator shader cache mac](https://www.droidviews.com/wp-content/uploads/2020/04/set_1_graphics_enhancement.JPG.jpg)
Mesa users like myself are all good, however, and the project gets some praise for smartly sharing shaders between pipelines and thus eliminating any potential stutter with new blending modes.
#DOLPHIN EMULATOR SHADER CACHE MAC DRIVER#
Likewise, there’s also a quirk in the driver that causes some slight stutter when shaders are compiled which again does not happen in D3D. The Dolphin team is limited by the lack of tools provided by Nvidia to disassemble shaders, despite every other vendor providing the tools. First and foremost, the compiled shaders are much slower on OpenGL and Vulkan than their (Windows) D3D backend. For Linux users, there’s a few quirks that mostly affect those who use Nvidia cards with proprietary drivers. There’s a few caveats to all of this, mostly for a few specific hardware vendors and driver combinations. These Ubershaders ought to work on both OpenGL and Vulkan backends, though I only tried it out with the latter. Shaders compiled at startup and I didn’t notice any stutter as I played a bit of Super Mario Sunshine and Twilight Princess. I tried them out for myself and found that the implementation seems to work as promised. The current recommended “hybrid” option greatly reduces performance cost while keeping games running smoothly. So, what does this mean, in practical terms, to the average user? With these so-called “Ubershaders” a lot, if not nearly all, of the stuttering in the emulator is gone.
![dolphin emulator shader cache mac dolphin emulator shader cache mac](http://www.logic-sunrise.com/images/news/583117/in-dolphin-emulator-v35-pour-windows-et-macos-x-2.jpg)
I recommend that you give it a read if you’re more technically-minder or simply curious to learn more.
![dolphin emulator shader cache mac dolphin emulator shader cache mac](https://dolphin-emu.org/m/user/blog/videocommon/d3d12-UI.png)
The write up by the Dolphin team details the nature of these challenges and the technical considerations that had to be made in order to get all of this working. It required a very specialized knowledge of not only the hardware but also the APIs and drivers, so it’s a massive achievement to get something like this done. It avoids compilation during the game and instead relies upon flexible shaders that compile when you initially start up the game. They’ve written an interpreter that emulates the actual Gamecube/Wii rendering pipeline. The Dolphin team is confident that they’ve implemented a very “ridiculous” but good solution to this stuttering problem. In short, and I know I’m simplifying things for the sake of brevity, being able to have a reliable shader cache is something that can vastly improve user experience. To complicate things, shader caches are unique to driver versions, configurations and the actual game so, that, if there’s any change, they need to be re-compiled. If there’s no shader cache present, GPUs generally spend precious time compiling shaders which then results in jerkiness as things struggle to be rendered properly. The problem of shader compilation stuttering is something of a recurring problem when it comes to rendering. In their latest project blog post, the developers have outlined a very exciting new feature in the emulator, one which helps mitigate the issue of stuttering. Dolphin is one of my favorite open source projects and the progress they’ve made in the past few years is truly impressive.