Meridian docs · revised 2026-10-13 · Windows installer

Windows 10 / 11 · x64

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RReference · revised 2026-10-13

Shader cache

Pipelines compile on first sight and persist per title. Second runs are the measurement.

Section
Reference
Host
Windows 10 / 11, x64
Revised
2026-10-13
White DualSense controller leaning against its console on a desk.
Fig. R1Reference: Shader cacheReference

01At a glance

Scope
Per title; never shared across games
Rule
First sight compiles, second sight reuses
Warm-up
Replay the same route before measuring
Invalidation
Major builds may partially invalidate

02Mechanism

Meridian compiles GPU pipelines the first time a title shows each effect, then stores them in a per-title cache. First runs hitch at new effects; replays of the same route reuse compiled pipelines and run clean.

This is why every game note prescribes a warm-up: repeat the route, lap, or sortie, and measure the second pass. One-time hitches are cache; repeating hitches are hardware or defects.

03Rules

  • Never compare a cold run against a warm run. Warm-up is part of the method — see Compatibility methodology.
  • Major Meridian builds may invalidate part of each cache. Re-warm after updating from Download Meridian.
  • Do not copy caches between machines or titles. Mismatched caches corrupt silently and waste diagnosis time.
  • Keep the cache folder on a local drive. Cloud-synced paths stall compilation per Windows installer.

04Questions

Q.01Why does the same corner hitch once, then clear?

That corner's effects compiled on first sight. The replay reuses them — that is the cache working.

Q.02Can I download someone else's cache?

No. Caches are per-machine and per-build. Foreign caches corrupt silently.

Q.03Do updates wipe my cache?

Major builds may partially invalidate it. Re-warm affected titles once after updating.