Microsoft set to improve PC gaming with advanced shader delivery, up to 85% faster game starts

Alfonso Maruccia

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In context: Shader compilation has long been one of PC gaming's biggest headaches. It's the invisible process behind the stunning graphics and effects that make modern games shine, but it often comes at a painful cost: choppy stutters, frozen screens, or long launch times even on the most powerful custom rigs.

At Gamescom 2025 in Cologne, Germany, Microsoft announced a series of gaming-focused enhancements coming to the Windows ecosystem. Alongside new hardware in the Asus ROG Xbox handheld line, the company also introduced a new DirectX software feature called Advanced Shader Delivery.

Microsoft shared further details in a recent post on the DirectX Developer Blog. According to its engineers, Advanced Shader Delivery (ASD) is designed to address two of PC gaming's most persistent pain points: extended load times and game-breaking stuttering when launching a new title for the first time.

Must read: Shader Compilation and Why It Causes Stuttering, Explained

As we noted in a previous TechSpot feature article, modern triple-A games make heavy use of shaders to improve textures, physics, lighting, and more. These shaders must be compiled into a GPU-specific format before execution – a process that often disrupts gameplay until cached for later sessions.

The DirectX team's solution to reduce stuttering and long load times introduces two new technologies: the State Object Database (SODB) and the Precompiled Shader Database (PSDB). SODB is a standardized format for storing game data, while PSDB functions as a cache of precompiled shaders.

Games delivered through the Xbox Store can now query which shaders they need and fetch them directly from the PSDB cloud cache. This makes local compilation largely unnecessary, and the Xbox PC App can even update the shader cache when a GPU driver update is installed or approved by the user.

In testing with Obsidian's ARPG Avowed, Microsoft observed launch times reduced by up to 85 percent. The result: faster gameplay and less wasted battery life on shader compilation.

It's worth noting that Microsoft is taking direct inspiration from Valve's shader cloud cache, which it uses to optimize gaming on the Steam Deck. Valve's handheld can download precompiled shaders thanks to its fixed hardware specifications – unlike the near-infinite variety of PC configurations.

"To put it simply, we worked with our partners to take an expensive workload and move it from each gaming device into the cloud instead, to be distributed at download time," Microsoft explained.

The potentially transformative change brought by ASD in shader-heavy, triple-A titles will first be supported on the ROG Xbox Ally and ROG Xbox Ally X, and only for games purchased through the Xbox Store.

Next month, Microsoft will release an AgilitySDK that allows both developers and third-party platforms (such as Steam) to integrate the new technology. Additional details for game developers will follow.

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Hilarious.

It's time gpu programming and architecture got a complete overhaul.
It's like we're stuck like how cpu programming was in the 1980's and are now inventing workarounds on a flawed design to make things slightly more workable.
 
I'd gladly go back to "last gen" graphics if it led to PC ports not being complete garbage half the time. Jedi Survivor, even after years of patches, still has horrible stuttering related to shaders even with a "shader pre compilation step". I'd hate to see what it would be like without that.

It's just strange to me how so many great looking games don't need shaders. Cyberpunk, Batman Arkham Knight, Red Dead Redemption 2, Final Fantasy XV, all absolutely stunning games, which I'd say compete with what comes out today. No shaders or shader compilation steps, some of which are approaching being a deacde old! What happened? Why did we box ourselves into problems we don't need?
 
I'd gladly go back to "last gen" graphics if it led to PC ports not being complete garbage half the time. Jedi Survivor, even after years of patches, still has horrible stuttering related to shaders even with a "shader pre compilation step". I'd hate to see what it would be like without that.

It's just strange to me how so many great looking games don't need shaders. Cyberpunk, Batman Arkham Knight, Red Dead Redemption 2, Final Fantasy XV, all absolutely stunning games, which I'd say compete with what comes out today. No shaders or shader compilation steps, some of which are approaching being a deacde old! What happened? Why did we box ourselves into problems we don't need?
Arkham Knight was garbage on release in terms of optimization and performance what are you talking about? It's still bad if your hardware is low enough.
 
Arkham Knight was garbage on release in terms of optimization and performance what are you talking about? It's still bad if your hardware is low enough.
It did have a really bad launch. It's not 2015 anymore though. The game received updates and as hardware has gotten better, you can brute force through the issues. It ran real bad on my GTX 770M, fine on my 1050ti, pretty good on my RTX 2070, and phenomenal on my 4080.
You can brute force a lot of older games that may have had issues in the past. You'll never be able to brute force shader compilation stutter.
 
I'd gladly go back to "last gen" graphics if it led to PC ports not being complete garbage half the time. Jedi Survivor, even after years of patches, still has horrible stuttering related to shaders even with a "shader pre compilation step". I'd hate to see what it would be like without that.

It's just strange to me how so many great looking games don't need shaders. Cyberpunk, Batman Arkham Knight, Red Dead Redemption 2, Final Fantasy XV, all absolutely stunning games, which I'd say compete with what comes out today. No shaders or shader compilation steps, some of which are approaching being a deacde old! What happened? Why did we box ourselves into problems we don't need?

Jedi Survivor suffers from traversal studder not shader compilation studder. This is mainly due to the way the underlying engine (Unreal) is coded for streaming assets.
This is also why it can never be truly fixed as it’s limited by the engine itself and simply can’t handle the the amount of data steaming in real time at higher frame-rates. This is why the issue is lessened by lowering/locking the frame-rate to 30.

The two present in a very similar manner which is why it’s often thought to be shader compilation and also why even with a PC of the future this issue will persist regardless of hardware.
 
I've played maybe one game this year that required shader compilation and it was done in the time required to fetch a drink. It's not that deep.
 
This feels like Microsoft saw Valve’s homework on the Steam Deck and said nice cache, I’ll take it from here. The difference is Valve only had to optimize for a lunchbox sized console, while Microsoft is trying to tame the wild zoo of PC hardware. If they actually pull it off, that’s wizardry.
 
Oh no no, Darn these people. Another screw up in the making. Everything MS do is trash, or buggy, or linked to some form of subscription payment, or just payment, or another advertising platform.

The worst thing is though, that with their recent track record this is bound to cause a whole lot of headaches for a whole lot of gamers.

I wish they (MS) would just go away.
 
Heh!, M$, if you really want to improve the gaming UX maybe pare down from the estimated 100 Million lines of code which is Win11.
I bet if you did a rewrite and got rid of all the packaged/integrated crap you could probably bring that down to 10 million. Then, just provide all your crap as add-ons/extras/freebies.
 
Heh!, M$, if you really want to improve the gaming UX maybe pare down from the estimated 100 Million lines of code which is Win11.
I bet if you did a rewrite and got rid of all the packaged/integrated crap you could probably bring that down to 10 million. Then, just provide all your crap as add-ons/extras/freebies.
Probably not far off the mark, although I guess there was mild sarcasm in your statement.

Yes, 10 million may well be enough, considering the huge amount of crap pre installed!
25 million. Surely enough. The max. A sleek, fast os that does things os are mean't to do.
 
Downloading pre compiled shader is an absolute nightmare sometimes on steam / steam deck. Every time any proton or other system update comes out there will be a huge number of shaders to download. If you are traveling and on hotel WiFi it can make the steam deck borderline unusable. At the very least they need to add an option to disable it.
 
Downloading pre compiled shader is an absolute nightmare sometimes on steam / steam deck. Every time any proton or other system update comes out there will be a huge number of shaders to download. If you are traveling and on hotel WiFi it can make the steam deck borderline unusable. At the very least they need to add an option to disable it.
I have never once, in the 2 years I've owned a steam deck, run into this scenario.

How often are you gonna have WiFi to download a 1GB+ system update (they're often larger) but not WiFi to download a few hundred megabytes of shader cache?

On top of which, it literally never becomes even borderline unusable because you can literally just play the game without the shader cache and it it'll compile them at launch, or you can even skip compiling them and have them compile during runtime the same way they do on Windows...
 
Hilarious.

It's time gpu programming and architecture got a complete overhaul.
It's like we're stuck like how cpu programming was in the 1980's and are now inventing workarounds on a flawed design to make things slightly more workable.
because re-engineering the framework would not even be close to being economically feasible and I seriously doubt it will change in our lifetime.
 
I have never once, in the 2 years I've owned a steam deck, run into this scenario.

How often are you gonna have WiFi to download a 1GB+ system update (they're often larger) but not WiFi to download a few hundred megabytes of shader cache?

On top of which, it literally never becomes even borderline unusable because you can literally just play the game without the shader cache and it it'll compile them at launch, or you can even skip compiling them and have them compile during runtime the same way they do on Windows...

Every day there is a collection of shaders to download. It gets really tedious. I’m away at the moment and woke up today to over 1gb of shaders to download on the crappy hotel WiFi, it’s super annoying.

As I said, they need to add an option to disable it.
 
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