Magicland, I suppose. I guess it would need to spoof that it’s a steam os installed game in order to download the cache from valves server and then move the cache over to the appropriate folder for the game. I guess it would be a lot of work for each game, since the cache folder isn’t going to be named the same and in the same spot.
Even then, the shaders for steam deck wouldn’t work on other devices with different GPU architecture. I think it might require the same CPU architure as well. But, I’m not confident on the second part.
I wasn’t talking about other devices. Just the steam deck. If it’s a game bought through steam you get the pre-cache files. If it’s a game you’re playing on the SD, but was purchased/obtained outside of steam you can still play it but you won’t have the pre-cache files to use.
I wonder if a program could be built that would do it.
A program will not fix it. The problem is shader caches need to be stored. Storage costs money. Who is going to pay to store all of them?
Maybe it could be like a P2P system but that would add a whole lot of complexity!
I was thinking a program that would pull, create, and store all the shader cache of a game locally on the system.
Pull from where?
Magicland, I suppose. I guess it would need to spoof that it’s a steam os installed game in order to download the cache from valves server and then move the cache over to the appropriate folder for the game. I guess it would be a lot of work for each game, since the cache folder isn’t going to be named the same and in the same spot.
Even then, the shaders for steam deck wouldn’t work on other devices with different GPU architecture. I think it might require the same CPU architure as well. But, I’m not confident on the second part.
I wasn’t talking about other devices. Just the steam deck. If it’s a game bought through steam you get the pre-cache files. If it’s a game you’re playing on the SD, but was purchased/obtained outside of steam you can still play it but you won’t have the pre-cache files to use.
Ah