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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879#c12">Comment # 12</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879">bug 97879</a>
from <span class="vcard"><a class="email" href="mailto:michel@daenzer.net" title="Michel Dänzer <michel@daenzer.net>"> <span class="fn">Michel Dänzer</span></a>
</span></b>
<pre>(In reply to Andreas Hartmetz from <a href="show_bug.cgi?id=97879#c4">comment #4</a>)
<span class="quote">> Assuming the problem was shader compilation, what could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealistic,</span >
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profiles
of the stalls.
<span class="quote">> a disk cache for shaders has been rejected (right?)</span >
No, it hasn't.
<span class="quote">> and would not always help, e.g. when somebody with a car that uses a new
> asset joins.</span >
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.</pre>
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