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Eventually, since they only get recompiled when the game thinks you encounter something that needs them, you'll be back to 10s of thousands of shader cache entries.
Speaking for myself, it's already up to 3.5k entries spread over 61MB.
Considering it was at a total of several 100 MB before, there is a lot of trouble ahead.
Low fps, things that do not appear on screen (mobs and projectiles alike)... because of their compete overkill use of shaders that have to be recompiled. And 'dynamic culling' trying the impossible task of keeping up FPS while waiting for compiled shaders to be delivered.
Gets even more depressing if you switch to another API, as those have separate caches and nothing carries over. So, pick one and stick to it.
Vulkan is used only if you have issues with memory but 16gb of ram should be well enough for the game for dx11 or 12.
Once performance improved I went back to Vulkan and it feel just so much better and it is not crashing anymore.
I switched to Vulkan last night and have noticed a big improvement