No, async shader compilation would not work in CEMU for various technical reasons. There are other solutions, but they are all a nightmare to implement.@Exzap Are you thinking of - in the long run - having some form of async shader cache generation for Cemu or some other solution for the stuttering? The shader cache is a good thing but firstly, it's for naught when updating Cemu or gfx drivers and secondly, the first time playing (and encountering new stuff in the game) is always pretty much unenjoyable due to the massive stuttering. Any thoughts on that, yet?
The shader cache that we currently have is actually more of a workaround until we have a proper solution (which will likely not happen in the next 1-2 years due to perfect shader emulation being required).
The next step would be to make the cached shaders device and version independent. This would allow users to compile and upload large shader caches for others to use.