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this post was submitted on 31 Oct 2025
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Linux Gaming
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Since you seem to know way more than me about these things, could you tell me why I feel like I’ve never experienced these on a console (Playstation) and I experience it quite often on PC (Steam Deck)?
Console games only have to deal with a fixed set of hardware, so they come with precompiled shaders for that hardware. PC games don't know what they're going to run on, so the shaders are compiled on the machine where the game is played.
So how come this is not a thing in Windows? I switched to Linux earlier this year and I see this compilation prompt each time a launch a game. But I have never seen it on Windows.
It’s possible that I have this “use precompiled shaders” feature enabled on my Windows installation but not on Linux i guess. But I have literally never seen it on windows for any game on any launcher.
I am also curious as to why these shaders are not just compiled once with the first installation of the game (or once per update)
Actually, a lot of modern games on Windows suffer from micro stutters and frame hitching because it’s often compiling on demand if shader compilation isn’t built in upfront in the game. A lot of games run smoother on Linux with proton because of the shader precompilation.
Also, a lot of games hide it in load screens and don't explicitly tell you. If you've ever updated a game and first run seems to be slower to load, that's the game compiling shaders for you.
Because you disabled download of precompiled shaders off Steam after you were annoyed by these 100kb updates that tend to show up on Steam Deck more or less often. The option is only shown in the desktop UI of Steam, not in Game Mode:
Oh so that’s what those little updates are that always seem to pop up? Good to know!
Every unit of a given console contains the same graphics hardware, so a single version of a game's shaders can be compiled and shipped with the game, and they will run on every console of its kind.
(Also, early consoles didn't use shaders.)
PC graphics hardware varies a lot, so shipping precompiled shaders with the game would require the developers to collect samples of all the world's PC GPU families, compile the game's shaders for each one, and ship all those compiled versions of all those shaders with the game. That would be impractical.
(The variance is arguably even greater in Linux gaming, which often involves graphics API translation, which can affect compiled shaders.)
It could be done for the Steam Deck, since every Deck has the same graphics hardware, if game developers & publishers were willing to make and distribute Deck-specific builds. However, that would rather defeat the Deck's advantage of being able to run just about any PC game unmodified. Steam's "processing Vulkan shaders" step is designed to more or less accomplish the same thing, at least for popular games.
Valve does it. They show up as updates and get downloaded off Steam. It's optional but it's enabled by default. Parent poster has disabled it at some point and forgot about it.
The last sentence of the comment to which you replied covers this. What Valve does here is not the same thing, since it doesn't involve the game developer or publisher, and doesn't work for non-Steam games, and happens as an extra step. But it does come close to achieving the same effect (when it works), and it is pretty cool.
Edit: Graphics software enthusiasts who find the process interesting might want to check this out:
https://github.com/ValveSoftware/Fossilize