Shaderless v0.2.3-beta
Download
Shaderless-v0.2.3-beta-linux-x64.tar.gz (no .NET needed):
tar -xzf Shaderless-v0.2.3-beta-linux-x64.tar.gz
cd Shaderless-v0.2.3-beta-linux-x64
./run-gui.shNew
- Phantom Blade Zero support (and other Unreal 5 games with an unusual folder layout). Shaderless now finds the real game exe (
platform/steam/PBZ.exeorplatform/epicgamestore/PBZ.exe) instead of a small launcher or a bundled tool (7-Zip, crash reporter, ...). Record mode, compiling and the encrypted game files all work: the AES key is found automatically. Tested on the Epic copy through Lutris:- first launch, no cache: 85% of pipelines compiled in-game, ~30 min "Compiling Shaders" bar
- after Record + Compile: 7%, and 13 s of compiling during that bar
- "Partial" note. If you compile a DirectX 12 game before you've recorded it, and Shaderless can't be sure it guessed the game's shader setup right, the card now says so: "Partial: compiled from the game's files only. Turn on ● Record, play once, then Re-Compile to improve it." Compiling is still allowed; on Phantom Blade Zero it cut the first launch's shader bar from about 30 to 8.5 minutes.
Fixed
- Fake "compiled" results (#4). For some engines (RE Engine games like Monster Hunter Wilds, the newer Northlight in CONTROL Resonant) nothing can be compiled from the game files alone. Shaderless used to run an empty compile and show the estimate as "compiled" (e.g. "7,200 compiled, 302 KB"). It now tells you nothing could be compiled and asks you to Record → play 5–10 min → Compile, which works for these games. Tested on CONTROL Resonant: after one recorded session, compiling while loading into the game went from 264 s to 5.7 s, and the slowest single compile from 4.5 s to 0.12 s.
- The cache isn't thrown away anymore after you record. The compile after a recording used to delete everything compiled before, even though it was helping. It now keeps it. A driver or Proton update still starts clean.
- Auto-compile after a game closes didn't always start for big Unreal 5 games. Fixed.
- Recordings stay safe while a game runs. Shaderless never touches the recording while the game is still writing it.
- "Recorded Pipelines" updates right away when you close a game, instead of after the auto-compile.
- Clearer message for encrypted (AES/DRM) games, and the "✗ Failed" label no longer overlaps long messages.