The Last of Us™ Part I

The Last of Us™ Part I

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The game eats my RAM while Shader-Compilation....
Regarding to the Takmanager the game doesn't stop to occupy the RAM. I have 32 GB installed and i stopped the Compilation at 20,5 GB.
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Showing 1-13 of 13 comments
monte-erice Mar 29, 2023 @ 2:48am 
Do you even know what shader compilation is? Jesus christ
Just let the game compile the shaders. The game will be smoother. It will free up your ram and cpu when it's done compiling.
notSure Mar 29, 2023 @ 2:54am 
what are you talking lmao
I didn't know that. Thank you for reply. By the Jesus Christ also didn't know what the Shader Compilation is.
Last edited by Wurst Kaese Szenario; Mar 29, 2023 @ 6:16am
Originally posted by Whity Whitemann:
Regarding to the Takmanager the game doesn't stop to occupy the RAM. I have 32 GB installed and i stopped the Compilation at 20,5 GB.
The Shader is compiled by the CPU not the RAM or GPU.
It took around 25 minutes to compile 40% and 5 Minutes for the rest, idk why it need longer for the first 40% but it is like it is.
On my Ryzen 7 2700x i'll have to wait at least 5 minutes for 1 %. That shouldn't be in that way, or ? And it can't be that the 32 GB RAM will loaded for 60 % when the Shaders are on 6 %.
Last edited by Wurst Kaese Szenario; Mar 29, 2023 @ 3:24am
Originally posted by Shona (vincit omnia veritas):
Originally posted by Whity Whitemann:
Regarding to the Takmanager the game doesn't stop to occupy the RAM. I have 32 GB installed and i stopped the Compilation at 20,5 GB.
The Shader is compiled by the CPU not the RAM or GPU.
It took around 25 minutes to compile 40% and 5 Minutes for the rest, idk why it need longer for the first 40% but it is like it is.
Shaders compilations takes RAM too when compiling all the game shaders, that's why developers needs at least 64gb of ram in editor when developing games.
With the shipping build, all the shaders are optimized and compiled on the minimum reference system configuration to run the game.
Last edited by The Reality Paradox; Mar 29, 2023 @ 3:33am
Arokhantos Mar 29, 2023 @ 3:35am 
I went down to 22 gb ram usage after its done, just let it finisch, there no fixes for shader compiliation time unlike some topics that suggested it i tried and now paying the price having to wait an hour :D
The compilation time depends on the complexity of the game and on how it was structured, many developers, instead of compiling every single shader at the beginning of the game (it would take you hours to compile them all), prefer to have you compile a part at the first start, then the rest during a pre determined scene or during new loading screens, it all depends on the logic used behind the system. You can't play the game without compiling, the CPU has to translate that instruction set so the GPU can render in 3D.
Last edited by The Reality Paradox; Mar 29, 2023 @ 3:38am
cees09 Mar 29, 2023 @ 4:33am 
Originally posted by Whity Whitemann:
On my Ryzen 7 2700x i'll have to wait at least 5 minutes for 1 %. That shouldn't be in that way, or ? And it can't be that the 32 GB RAM will loaded for 60 % when the Shaders are on 6 %.
How does the game runs with your 2700x?
I just was at the beginning with the daughter of Joel while Shaders were on 6 percent. I played in 1080p (RX 6600) and medium settings. I've noticed in these scenes no frame lags, only the cpu fan is a flying helicopter rotor.
episoder Mar 29, 2023 @ 5:13am 
Originally posted by OmniaMorsAequat:
The compilation time depends on the complexity of the game and on how it was structured, many developers, instead of compiling every single shader at the beginning of the game (it would take you hours to compile them all), prefer to have you compile a part at the first start, then the rest during a pre determined scene or during new loading screens, it all depends on the logic used behind the system. You can't play the game without compiling, the CPU has to translate that instruction set so the GPU can render in 3D.

not all true. take unreal engine 5. pre-compilation of the ~7000 core shader permutations to start the editor takes 5-10 minutes on a 6 core 12 thread cpu. they are cached and stored as bytecode for whatever version of directx or opengl it's running at. this cache can be packaged and delivered. if the game technical design is smart and recycles material shaders you don't have much to care about. you compile like 20-50 more material shaders and just plug textures in it. i think the coders of this game did a poor job in this regard.
Originally posted by episoder:
Originally posted by OmniaMorsAequat:
The compilation time depends on the complexity of the game and on how it was structured, many developers, instead of compiling every single shader at the beginning of the game (it would take you hours to compile them all), prefer to have you compile a part at the first start, then the rest during a pre determined scene or during new loading screens, it all depends on the logic used behind the system. You can't play the game without compiling, the CPU has to translate that instruction set so the GPU can render in 3D.

not all true. take unreal engine 5. pre-compilation of the ~7000 core shader permutations to start the editor takes 5-10 minutes on a 6 core 12 thread cpu. they are cached and stored as bytecode for whatever version of directx or opengl it's running at. this cache can be packaged and delivered. if the game technical design is smart and recycles material shaders you don't have much to care about. you compile like 20-50 more material shaders and just plug textures in it. i think the coders of this game did a poor job in this regard.

We are talking about an editor of course (it seems to me that you can force the compilation on multiple cores, but by default the Unreal Engine uses only some of those, if i remember correctly on my first startup of UE5 it taked more than 5-10 mins to compile everything on my R9 5900X), the situation changes when it comes to a distributed version, the game can not occupy all the cores of the CPU for compilation, also because Windows does not allow you to do so.

Then obviously we are talking about a different game engine, perhaps the changes made for the console versions were not in line with the various hardware configurations of the PC market (of course it was not), and i agree with your statement, probably poor job considering the team behind the porting.
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Date Posted: Mar 29, 2023 @ 2:47am
Posts: 13