• goreverminski@lemmy.worldOP
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    9 hours ago

    My Windows friends (cough!) were raving about this - and Digital Foundry had a video about it, too - so I got interested myself. It was nice to see Linux support even if the use cases are more niche than on Windows.

    That’s said, testing out the app myself, I just had good luck using this with Star Wars Jedi Fallen Order installed on Heroic. Was stuttering up the butt and it’s gone with the compile. Haven’t tried it on other games yet.

  • dustyData@lemmy.world
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    21 hours ago

    This is not TikTok. Please, just say what the actual software does somewhere in the post instead of linking directly to a change log that means nothing for someone who doesn’t yet know what the software does.

    • exu@feditown.com
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      19 hours ago

      SCSKiller looks at game files and tries to compile any shaders it finds. This is supposed to reduce stuttering during gameplay due to shader compilation.

      The impact varies game to game, depending on how bad that particular title is with shader stuttering. HardwareUnboxed on YouTube did some benchmarks and found some cases where it gives you massive gains while others are the same or worse than the baseline without SCSKiller.

        • dustyData@lemmy.world
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          18 hours ago

          Yeah, Steam is even better. It shares pre-compiled shader binaries as a download among users who have the same GPU configuration. The caveat is that it all depends on the game’s underlying graphical technology, and not all of them are compatible.

    • CeeBee_Eh@lemmy.world
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      4 hours ago

      I don’t care if AI/LLMs are used as part of a project. What I care about is if something is vibe-coded.

      At this point, since LLMs are not going away, I think we collectively should reap some benefits from it.

  • Hazzard@lemmy.zip
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    15 hours ago

    Direct question… does this have any value for a Steam game, given Steam already does this? Might be very worthwhile for Heroic launcher or something, but if I play mostly on Steam on Linux do I have any reason to care about this?

    • goreverminski@lemmy.worldOP
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      9 hours ago

      Yeah, that would be it. I just tested the app on Star Wars Jedi Fallen Order (which is no-to-rious for stutter) installed on Heroic, and it completely alleviated the issue. Haven’t tried other games yet, but based on this one experience, I’d say it’s at least worth looking at if you’re not on Steam.

  • thingsiplay@lemmy.ml
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    18 hours ago

    Edit: Ah, I wanted to reply to another user who asked what this software does. I replied to the post instead, sorry.

    I just learned about this program last night thanks to Digital Foundry video “Scskiller - The Beginning of the End for PC #StutterStruggle?” Nov 3, 2026 YouTube / Invidious.

    A community project that tries to precompile Shaders of games that need it the most. This can help in some cases to have smoother gameplay.

    Compiling is a process to translate generic Shader code into something your personal hardware can use. PC games are plagued by stutters from Shader compilation. Shaders are graphics units deployed with the game for good graphics. But these are generic and every graphics card needs to compile them before using. In example if you meet a new graphics in the game for the first time, then it needs to compile and cache on the drive, so it can be reused. The first time such compilation happens the game would stutter. To combat this, developers can integrate a Shader compilation process before you play, which takes time depending on the hardware. But the result is a smoother gameplay. But not every game has good precompilation process or any at all. And this tool tries to help with that.

    This does not help with other type of stutters, such as traversal stutter from Unreal Engine. That is a completely different problem. And consoles don’t have Shader compilation issues, because for each game the precompiled Shaders are already delivered with the game, because the hardware is known.

    • NeatNit@discuss.tchncs.de
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      17 hours ago

      Interesting. My first thought upon reading this is: I wonder if anything akin to Dolphin’s Ubershaders is viable for PC games? Specifically hybrid mode. If a game implements this, it would completely solve this issue. When a shader is first needed, it will start asynchronously compiling, but the ubershader (which would be compiled at game launch) would immediately be able to render it - albeit less efficiently than the fully compiled shader. This would replace stutters with temporary framerate dips, which might not even be noticeable (since only a handful of newly-encountered shaders actually need this slower treatment in any given frame).

      Heck, if this is viable, it can be implemented in the GPU (or its driver) and solve the problem for every game. That would be sweet.

      • thingsiplay@lemmy.ml
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        16 hours ago

        I’m not knowledgeable enough to know the answer. One thing that is different with Dolphin is, that the hardware they emulate is known and the games itself do not change with updates either. So they semi half-pre-compile them maybe, so the rest of the compilation process for your hardware is less work? The Gamecube games itself doesn’t have any Shaders to compile, so there is nothing in the system implemented to compile. Dolphin itself introduced this step.

        Meanwhile on PC, the entire GPU and driver architecture provides steps to compile. The developers just don’t do it properly, while SCSKiller does the job the developers would have done; by asking the GPU to compile what the game should do.

        I don’t fully understand Ubershaders, even with reading parts of the post. So I don’t know if this could be applied to generic PC games where the hardware is completely unknown and the games get updates.

        • NeatNit@discuss.tchncs.de
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          16 hours ago

          I started writing something in response but I quickly realized I’m also not knowledgeable enough to even discuss this further…

          • thingsiplay@lemmy.ml
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            16 hours ago

            I don’t mind discussing this for fun. As long as we acknowledge our unknowledge (yes I created a new word) and any reader understands that. I just wanted to add another thing.

            On the Steam Deck, which is still a PC architecture, it has known hardware. So Valve can ship precompiled Shaders for the games. So its a PC, but with the benefit (which also is a limitation to upgrade) of a console. :-) And Steam itself even has an option to share user generated Shaders, that others can download if you tick the box to upload them. This doesn’t solve the issue for the first players with that specific GPU, but for common graphics cards it can help to eliminate this issue for most.

            • NeatNit@discuss.tchncs.de
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              15 hours ago

              Okay, so the way I imagine the ubershader is as an interpreter for uncompiled shaders. It may be much slower than the compiled shader, but it doesn’t need to wait. Just like JavaScript or Python or Lua can be interpreted instead of compiled. So if a shader is required for this frame but isn’t compiled yet, you use the ubershader to render it right now while asynchronously sending it to be compiled for full-speed rendering on future frames.

              But yeah, it might be completely impossible, I really know nothing about how shaders work (both before and after compilation).

              • thingsiplay@lemmy.ml
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                15 hours ago

                As I understand, Ubershaders are huuuge Shaders that can be used instead many small ones. That’s why they are smaller, but apparently. I still don’t entirely understand why its better.

                Just like JavaScript or Python or Lua can be interpreted instead of compiled.

                I’m not sure what you mean by that. Those are script languages that are shared by its source code. They still need to be compiled. Shaders are also just source code that need to be compiled, they are script languages too. Python compiles to Bytecode, that sits in between the final compilation and the source code, basically a cache. Modern JavaScript engines on the other hand uses JIT, Just-in-Time compilation which only compiles what is needed right now.

                • NeatNit@discuss.tchncs.de
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                  14 hours ago

                  I’m not sure what you mean by that. Those are script languages that are shared by its source code.

                  Yes, that’s why I chose them.

                  They still need to be compiled.

                  No - they don’t. Sometimes they can be compiled, but when using a “pure” interpreter, there is no compilation step. The source code is read and executed on the fly. https://en.wikipedia.org/wiki/Interpreter_(computing)

                  “In computing, an interpreter is software that executes source code without first compiling it to machine code.”

                  JIT is actually a kind of middle-ground, where it does compile the source code (or sometimes just the most critical parts of it) for better performance.

                  Python is traditionally only interpreted AFAIK, but it’s nuanced and it’s a rabbit hole I can’t hop into right now.

                  So, my basic understanding is that shaders currently use a JIT compilation model: the first time a shader is needed, it is compiled first and then executed. Which obviously causes stutters. If there was a GPU shader-interpreter that could skip the compilation step at the cost of execution speed (but still be faster than fully compiling the shader) then, well, that would be what I mean.