01At a glance
- In
- PS5 RDNA2 GPU command streams
- Out
- Vulkan 1.3 SPIR-V pipelines
- Cache
- Per title; first sight compiles
- Check
- Vulkan probe must pass first
02Definition
RDNA2 names the console GPU architecture whose command streams Meridian consumes. SPIR-V names the compiled Vulkan pipeline form Meridian produces. Translation between them is the renderer's entire job — see How it works.
Compiled pipelines persist in the per-title Shader cache. First sight compiles, second sight reuses — the warm-up pattern behind every game note.
03Usage
- Vulkan 1.3 with current drivers is the floor; confirm in Vulkan check.
- Why Vulkan specifically is argued in Why Vulkan.
- Own your library; translation quality is per title and tracked in the Library. Build: Download Meridian.
04Questions
Q.01Do I need to know SPIR-V to use Meridian?
No. Know only that pipelines compile once per effect and persist — the rest is the warm-up ritual.
Q.02Why not translate to DirectX?
Vulkan's explicit pipeline model maps RDNA2 behavior most directly. See Why Vulkan.
Q.03Are pipelines shared between titles?
Never. Each title owns its cache; sharing corrupts silently.
