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Bug #486

Shader Cache Bug (Bloating Cache)

Added by paulohenrique0349 about 3 years ago. Updated about 3 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
General
Start date:
02/17/2021
API:
OpenGL, Vulkan
Cemu Version:
1.22.6c
GPU Vendor/Model:
NVIDIA GTX 1070

Description

After Cemu version 1.22.4, the generation of Shader Cache has a problem. The emulator is always generating Shaders for the same location of the game, bloating the Cache, storing Shaders that are not needed. At the beginning of the game Zelda Breath of the Wild, for example, when leaving the resurrection chamber, taking the Sheikah Slate and going through the door, Cemu generates some Shaders in the cache. When saving the game, closing the emulator and redoing the process, Cemu is endlessly generating Shaders for this same location, no matter how many times the process is repeated.

This occurs in all versions after 1.22.4.

History

#1

Updated by paulohenrique0349 about 3 years ago

Even remaking the shader cache from scratch, the problem always occurs at that specific point of the game.

Until version 1.22.3 the generation of shaders is working correctly. After this version, the problem started to happen.

The problem is present in the latest versions released: 1.22.4, 1.22.5 and 1.22.6.

#2

Updated by Exzap about 3 years ago

I am pretty sure what you are considering infinite shaders is actually a bunch of various internal system shaders Cemu generates while playing the game. These don't get cached since they don't cause any stutter. But they do show up in the compilation statistic which can be a bit confusing.

Either way, I tried to replicate your issue by replaying the intro a couple of times, starting with an empty shader cache. After the third attempt I get practically zero shader compilation (not counting the earlier mentioned system shaders, these were always the same 3-5 per run). Occasionally there is a stray single shader but that can be explained by the game using lots of RNG (for weather, wildlife, particles, etc.) and it's always behaved like that.

I also gave 1.22.3 a quick try and the results match latest Cemu.

#3

Updated by paulohenrique0349 about 3 years ago

I mean the first door that Link goes through after waking up from his long sleep. Even before opening the chests and getting the first clothes.

When passing through this port specifically, some shaders are always generated and these shaders are certainly being stored in the cache, as the shader counter at the beginning of the game becomes bigger and bigger.

I performed the test more than 8 times and Cemu 1.22.4, 1.22.5 and 1.22.6 persists in generating these shaders.

In version 1.22.3 this does not happen. After two or three attempts, Cemu no longer generates any cache for this location.

#4

Updated by Exzap about 3 years ago

As I said, I can't replicate.

What settings are you using? Can you post full log.txt

#5

Updated by Zalnor about 3 years ago

  • Status changed from New to Closed

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