this post was submitted on 31 Oct 2025
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Shaders have to be processed when the video drivers are updated, and time to process will depend from game to game, how many shaders there are.
If you skip preprocessing, you may see a hitch the first time a shader is brought into a scene. Like if you pick up a gun that shoots blue flames, and the game hasn't seen the blue flames before - it has to process that immediate before displaying the blue flames which takes a split second.
This realtime impact can be small or large, depending how many shaders load into a scene simultaneously. Loading new map with lots of unique textures and unprocessed shaders is generally when you'll see the big hitches.
Any idea why this happens constantly without driver updates?
I ended up turning off shader-preprocessing because some games would sit and cook shaders for 10 minutes every time I boot them up, update or no.
I dont know the specific answer unfortunately, I suspect there is another layer to the caching story with Proton/Wine Prefixes/DXVK in Linux. If the translation layer gets an update independent of the graphics driver, that could maybe also cause a cache invalidation to occur. I notice that behavior more often when I'm using Proton Experimental.
Huh, that could be exactly it, actually. Experimental is usually my default Proton fork that I try first. Makes sense that it would catch frequent updates and then invalidate the cache. I'll try this again with GE-Proton and report back later if I remember to.
Experimental gets updated waaay more often than the other, stable branches, they don't push out a whole announcement every time.
So, every time one of those updates comes in, even if its just like 2.6 mb?
Time to potentially recompile all your shaders, for potentially everything.
I also use Experimental, but you gotta realize that by using it, ... you're a guinea pig.