SPIR-V is the intermediate shader target used by Vulkan as well, so it sounds like this may indirectly make DirectX on Linux smoother.
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Yeah it would be great to get clarity on what exactly this means for Linux.
I think it might mean the shader cache for a DirectX Windows game can be used for a
DXVKVKD3D Linux game (which might help with stuttering weirdness) but I’m unsure.