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<includeonly>=== Shader Compilation Stuttering === | <includeonly>=== Shader Compilation Stuttering === | ||
{{PAGENAME}} is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. | {{PAGENAME}} is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur. | ||
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time. | Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.</includeonly><noinclude>{{documentation}}</noinclude> |