In some levels, Soulcalibur updates textures in place, forcing an invalidation and a re-upload using the same texture index each frame. Current architecture cannot cache multiple versions of a texture stored at the same place in VRAM as it's unable to distinguish them once in cache.
In some levels, Soulcalibur updates textures in place, forcing an invalidation and a re-upload using the same texture index each frame. Current architecture cannot cache multiple versions of a texture stored at the same place in VRAM as it's unable to distinguish them once in cache.