Conflicting Information in the Horizon OS SBC (Shader Binary Cache) Documentation?
In the documentation regarding building a shader binary cache per-platform (link) the documentation states:
Using this feature, once one user starts the app and manually builds the SBC, all other users with the same device and software (Horizon OS, graphics driver, and app) will be able to avoid the shader generation process by downloading a copy of a pre-computed SBC.
However, later on the same page, it states there is an automation in place to launch the apps and perform scripted prewarming logic if requested.
The system automatically identifies and processes Oculus OS builds and app versions that require shader cache assets. It generates and uploads these assets to the store backend and automatically installs them during an app install or update.
Does this feature support both of those setups? If I am not scripting any custom warmup logic, will shader binary caches still be shared between users with identical setups?
IE, if I simply play the release candidate on the target OS version/hardware, will my SBC be automatically uploaded, or are SBCs only distributed when a scripted warmup sequence is present? Few details are provided regarding SBCs from other users being uploaded, so I'm curious if this is an inaccuracy or not.
Thanks, excited to see features like this in Horizon OS. Very important for first time user experience.