[Mobile] Xiaomi 13 crashes at exactly 60% shader compilation on second launch after patch — Vulkan only, OpenGL ES works fine
Hey everyone, I'm hitting a wall with this issue and hoping someone here has a solution or at least can explain what's going on. Device: Xiaomi 13 (Chinese model 221113C) flashed to Global ROM, locked bootloader OS: MIUI 14.0.7 / Android 13 SoC: Snapdragon 8 Gen 2 (Adreno 740) RAM: 8GB (no virtual RAM) Game version: Latest patch (global) The problem: After the recent patch update, the game crashes at exactly 60% shader compilation on the second launch. Here's the pattern: 1. Delete config and logs folders → first launch works, shaders compile from scratch, game runs perfectly. 2. Exit the game properly (through in-game menu). 3. Launch again → shader compilation starts, reaches exactly 60%, then hard crashes with "An error occurred in Wuthering Waves" and closes. 4. Rinse and repeat — only works once after deleting folders. What I've tried:
Cleared app cache through Android settings
Deleted ProgramBinaryCache , VulkanProgramBinaryCache , config , logs — same cycle
Used Arglax Mobile Config Patcher with latest configs — same crash
Tried Engine.ini tweaks ( r.ShaderPipelineCache.Enabled=0 , disabling MSAA, deferred decals, etc.) — still crashes at 60%
Switched to OpenGL ES via Engine.ini — works perfectly, no shader recompilation on second launch, instant startup
Restored previously removed MIUI system apps via ADB ( com.miui.daemon , com.miui.analytics , etc.) — no change
Wiped Dalvik/ART cache — no change
Tried Safe Mode, airplane mode, disabling Game Turbo, battery restrictions off, MIUI optimization (not present on Global ROM) — nothing helps Key observations:
OpenGL ES is stable — no crashes, no recompilation on relaunch. But the visual quality and performance are noticeably worse than Vulkan.
The crash happens only on Vulkan, and only on the second launch after shaders have been cached.
Before this patch, everything worked fine on Vulkan with no issues.
The crash is deterministic — always exactly 60%, never random. My theory: The new patch introduced a specific shader that, when cached by the Vulkan driver on this particular device/firmware combo, creates a corrupted binary cache. On relaunch, the game tries to load/use that cached shader and the Adreno 740 driver crashes. OpenGL ES doesn't have this issue because its shader cache works correctly. What I'm looking for:
Has anyone else with a Chinese Xiaomi 13 flashed to Global ROM experienced this?
Is there a way to stay on Vulkan but prevent the shader cache corruption without recompiling shaders every launch?
Any specific Engine.ini or DeviceProfiles.ini tweaks that disable the problematic shader effects without dropping to OpenGL ES?
Could this be related to SGuard (anti-cheat) behaving differently on second launch? I really don't want to use OpenGL ES permanently or wait 2-3 minutes for shader compilation every time. Any help or ideas would be greatly appreciated!
TL;DR: Xiaomi 13, Vulkan crashes at 60% shader compilation on second launch after patch. OpenGL ES works fine. Looking for a way to fix Vulkan without recompiling shaders every time.
Posted Aug 28, 2026, 7:32 AM UTC