Hello Guys,
Synchronous Ubershader works fine when playing Super smash melee with native resolution. However, When increasing the resolution to 2x native (720p), the "Shader Compilation Stuttering" starts to arises. The more the resolution is increased the more the "Shader Compilation Stuttering" is severe. It worth noting that the gameplay is fine for me even when playing at 4x native (1440p) but it slow downs whenever it loads a new stage or an effect.
That doesn't seem right... When you're using synchronous ubershaders, you shouldn't be getting any shader compilation stuttering at all, but you should be getting pretty bad performance in general. I would suggest not using synchronous ubershaders due to how slow it is.
Make sure your laptop is actually using the GTX 970M instead of the Intel HD 530. It's a common problem where laptops use the weaker Intel integrated GPU instead of the dedicated AMD or Nvidia one. Generally this can be solved by adjusting your options in Windows for the power plan. The drivers for your Nvidia GPU should have performance options as well. Double-check both to verify you're using whatever qualifies as "maximum" or "high" performance.
(12-01-2018, 12:34 AM)JosJuice Wrote: [ -> ]That doesn't seem right... When you're using synchronous ubershaders, you shouldn't be getting any shader compilation stuttering at all, but you should be getting pretty bad performance in general. I would suggest not using synchronous ubershaders due to how slow it is.
In my case, the performance is great but it slows down just when it starts to load a new effect/stage in 2x native (720p) or higher resolution.
(12-01-2018, 12:46 AM)username Wrote: [ -> ]In my case, the performance is great but it slows down just when it starts to load a new effect/stage in 2x native (720p) or higher resolution.
Are you sure you're using synchronous ubershaders, not
asynchronous ubershaders?
(12-01-2018, 12:56 AM)JosJuice Wrote: [ -> ]Are you sure you're using synchronous ubershaders, not asynchronous ubershaders?
yes
I am using the 970M not HD Graphics. I just found out that the Synchronous(Ubershaders) plays better than Asynchronous as native resolution (640x528). However Asynchronous run better in 2x native (720p) and higher due to the Synchronous problem with "Shader Compilation Stuttering" issue.
This does not mean that Asynchronous does not have "Shader Compilation Stuttering" issue. It slows down for 1-2 second or less between the levels in SSB melee single player in 3x native 1080p and higher.
It's extremely unlikely that the synchronous ubershaders option has any shader compilation stuttering (as *all* shaders it will ever used are compiled at the game start, they're just much less efficient than the specific shaders generated for each GPU state).
It may be instead that the beginning of the stage happens to use effects that hit a slower path in the ubershaders. Especially if it happens on every game start, and not just the first time each is run (as the driver should cache compiled shaders too).
Outside of debugging, there should be zero point in using synchronous ubershaders. Asynchronous ubershaders should be superior in every way (minus driver bugs/"unfortunate design decisions" - like the NVidia drivers work better in Direct3d 11 mode compared to Vulkan or OpenGL, for example).
synchronous ubers are great if you're the kind of person that thinks any hardware not being slammed at 100% is a problem.

Yeah, the problem isn't shader compilation, the problem is that your system isn't strong enough to run ubershaders at a high resolution.