Shaderless v0.3.0-beta
Download
Shaderless-v0.3.0-beta-linux-x64.tar.gz (no .NET needed):
tar -xzf Shaderless-v0.3.0-beta-linux-x64.tar.gz
cd Shaderless-v0.3.0-beta-linux-x64
./run-gui.shNew
šÆ Recorded Onlycompile mode (--recorded-only). Once a game has recorded pipelines, a šÆ Recorded Only button appears on its card (and./run-cli.sh compile "<game>" --recorded-onlyin the CLI). Instead of scanning 150ā200 GB of static game archives and generating500,000+extra permutations, it compiles strictly the30,000ā50,000pipelines your game actually created while you played ā finishing in ~1ā2 minutes instead of 30ā60 minutes. You can still run ā” Re-Compile anytime to upgrade to the full archive + recorded cache while keeping everything already compiled.ā¶ Playbutton (launch games straight from Shaderless). Launch any Steam, Heroic, or Lutris game (both Native and Flatpak) right from its card or via./run-cli.sh play "<game>". Running games automatically showš¢ Runningand pause compile/record/clear actions until the game exits.- Lutris Ubisoft Connect & Ubisoft Anvil (
.forge) support. Discovers Ubisoft Connect games installed inside a Lutris Ubisoft Connect prefix or added as individual Lutris Ubisoft cards, tracks.forgearchive updates, detects per-card Proton switches immediately from Lutris.ymlfiles, and mirrorsvkd3d-protoncaches across Linux case-sensitive runtime.exevariants (such asACShadows_Plus.exevsACShadows_plus.exeon Assassin's Creed Shadows). - Upfront
Needs Recordingreadiness & smarterPartialnotes. Games whose DirectX 12 pipelines only exist at runtime (such as RE Engine, Unity DX12, Northlight, or encrypted archives without an AES key) are badged Needs Recording right away during scan instead of waiting until you click Compile. Hybrid compressed-archive games also explain clearly when a file-only compile is partial and how recording covers the rest. - First-run workflow guide (
ā Guide), GitHub update notice &crash.log. Added a quick two-workflow overview (ā Guide in the header), a non-blocking startup check against GitHub Releases when a newer version is available (no auto-updater), and automatic crash/error logging to~/.local/share/shaderless/crash.log(viewable via āļø Settings, 𩺠Diagnose, or./run-cli.sh logs).
Improved & Fixed
- NVIDIA Streamline (
sl.interposer.dll) & REFramework (_storage_) recording (#5). Added a companiondxgi.dllloader alongsided3d12.dlland in-memory systemd3d12.dllexport routing so Record mode works out of the box on Streamline + RE Engine games such as Monster Hunter Wilds and Onimusha: Way of the Sword without modifyingsl.interposer.dllor requiring Steam launch options. - Per-game launch options, scoped Goverlay (
bgmod) Low-Latency &Stale (launch options changed). Forwards shader-affecting launch options from Steam (localconfig.vdf), Heroic (config.json/GamesConfig), Lutris (.yml), and per-game Goverlaybgmod.conf(VKD3D_CONFIG,VKD3D_DISABLE_EXTENSIONS,PROTON_VKD3D_LOWLATENCY,PROTON_DXVK_LOWLATENCY,PROTON_DXVK_SAREK,DXVK_CONFIG,RADV_PERFTEST,RADV_DEBUG) into the warmer so compiled caches match how your game actually runs. Toggling shader-affecting launch options marks the cardStale (launch options changed), while non-shader flags (MANGOHUD,gamemoderun,PROTON_ENABLE_NVAPI,single_queue,no_upload_hvv, FPS caps) are ignored. - Fast incremental Re-Compile (
< 1swhen nothing new, seconds for new gameplay pipelines). When a game already has a verified baseline and its game build, GPU driver, Proton runtime, and launch options haven't changed, Re-Compile skips re-indexing 200 GB game archives and warms only newly recorded pipelines in seconds, while pruning unused shader blobs from temporary work databases. - 23Ć faster startup & library scan (
6.6sā12.5sā~0.3s). Stamp-validated recorder/warmed-key counts, single-pass/proc& kernel GPU driver probes, parallel library enrichment, and direct binary dispatch inrun-gui.sh/run-cli.shmake opening Shaderless nearly instant. - 99.9%+ NVIDIA
GLCachehit rate in shared Epic/Lutris prefixes & Epic EOS Overlay games. Seeds the game's_NVDICT_Zstandard dictionary before warming, isolates per-game read-only shards (shaderless_g<id>_part*) so shared Wine prefixes never overwrite each other's caches, and matches NVIDIA's descriptor-promotion compiler flag (__GL_0x9e7d4a=0) when Epic's EOS Overlay Vulkan layer is present. - Zero
E_INVALIDARGfailures on Shader Model 6.6 heap-indexed games. Filters invalid generated root-signature pairings when DXILSFI0usesResourceDescriptorHeap/SamplerDescriptorHeapdirect indexing (Onimusha: Way of the Sword:5,406failures ā0).