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These GPU caches are valids until you'll update your display drivers. If you start with no transferable cache and a complete pipeline you also get stuters and "compiling shaders" messages (=> running with Vulkan API also needs to have a complete transferable cache) Exzap is working on a way to warn user (like for transferable cache). In addition Vulkan needs to create its own cache : pipeline cache for which no compiling message is shown. In OpenGL mode, your GPU build a GLCache accordingly to the transferable cache (when your transferable cache is not complete, you'll see "compiling shaders" message when new shaders are compiled and saved to the cache) First run of the game, you'll get a slow compilation step where all shaders are compiled then the next runs, only a loading sequence (much faster) Transferable cache is used in OpenGL & Vulkan API modes. You can exchange OpenGL or Vulkan pipeline cache with another user only if you have exactly the same GPU. Having no pipeline cache (or it having been reset) will create seemingly random stutter since there's no notification when it's being saved.īut you can do it only with t ransferable cache (no GPU dependant).Īll other caches in CEMU are specifics to your GPU Model (and vendor).
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However, this cache is reset if you update your GPU driver. There's an additional Vulkan-only pipeline cache to prevent pipeline stutter. When you launch a game Cemu will take some time loading those saved shaders to prevent the stuttering from happening again. Cemu will also save any shaders a game uses (aka it caches them). When you load a game for the first time a lot of translation will happen, but by playing more this stuttering decreases rapidly.Ģ). Any new shaders that are encountered will cause the emulation to pause until the translation is done, which causes stuttering and FPS drops. This translation process is time consuming and you'll notice it in two ways:ġ).
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Since a PC cannot directly execute Wii U shaders it first has to translate them to a format a PC can understand.
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Shaders are small programs running on a graphic card that are responsible for rendering graphics like terrain, characters, explosions, grass etc. Set OpenGL API and get a transferable cache.