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by incrudible 849 days ago
The bytecode compilation doesn't really matter, it's still gonna jank. Maybe not as badly, but it will. The only way to get rid of jank is to cache not the bytecode and not even the native code, but the PSOs. Realistically, that is only possible on the target machine, unless you have a ginormous farm of machines representing all the permutations of hardware and drivers. That's basically what Steam does with its mass of users.

The alternative is to just not have that many shader permutations, and potentially take a performance hit from that. This seems to be the strategy that Impeller is following.

2 comments

I have not seen shipping prebuilt PSOs outside of game console platforms. Typically games that care do on device caching if any. Unfortunately, lots of projects just take shader hitches as given.
Could you please tell me what PSOs are? I am not sure I found the proper abbreviation.
PSO = Pipeline State Object