
"Over the last few years, game developers have started implementing shader compilation on PC. The idea is for your GPU to compile as many of the shaders that will be used during gameplay as possible ahead of time and limit how much stuttering you feel while playing. It's not a perfect solution, but it's a pretty good way to improve how well games play on your PC."
"But the big problem with compiling shaders is that it takes time, and you're often left looking at a screen for a few minutes or more, depending on your PC and how many shaders the game needs to compile. In theory, you only have to do this once at startup. But in reality, you'll likely do it a few times, as big updates or changes you make to the game's settings can force another shader compilation."
PC games often stall due to on-device shader compilation, which runs at startup or during updates and can repeat after settings changes or fast travel. Shader compilation reduces stuttering by precompiling GPU shaders needed for gameplay, but the compilation process itself can take minutes and occur multiple times. Microsoft updated the Agility SDK to version 1.618 to support Advanced Shader Delivery (ASD), which supplies large databases of precompiled shaders tailored to hardware and API combinations. ASD embeds precompiled shaders with game downloads so GPUs can use ready-made shaders instead of compiling at runtime. Deployment will take time before widespread player benefit.
Read at Kotaku
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