Tuesday, March 31st 2026

NVIDIA Launches Auto Shader Compilation for Faster Game Loading and Less Stuttering

The NVIDIA App update today introduced some interesting features, such as DLSS 4.5 dynamic multi-frame generation and a 6x mode. Additionally, the app now includes a new beta version of NVIDIA Auto Shader Compilation (ASC). This feature takes DirectX 12 shaders from games and quietly compiles them while the system is idle or not running any graphically intensive tasks. Typically, when you start a game, you have to wait for all assets to load and shaders to compile before you can begin playing. However, with ASC, NVIDIA aims to shorten this process by pre-compiling shaders to reduce loading times and, interestingly, decrease in-game stuttering, which can occur when shaders don't load properly. NVIDIA states that this feature is opt-in within the NVIDIA App and can be enabled by navigating to the Graphics Tab > Global Settings > Shader Cache. Once in the menu, users can access a range of settings, including the option to turn on Auto Shader Compilation.

Since ASC uses a separate folder, users will need to allocate sufficient disk space to store the shaders that ASC will access. In the NVIDIA App, gamers can choose the "Compile Now" option to pre-compile all game shaders immediately by clicking on three dots, or they can wait for the system to do it automatically when it becomes idle. As compiling shaders requires some computing power, there are settings to control system utilization, with the default set to medium. The NVIDIA App will also display the date of the last compilation. Interestingly, ASC will perform its functions once a game is downloaded and after a new driver update is installed for optimal performance. NVIDIA requires GeForce Game Ready Driver 595.97 WHQL or newer for ASC to work, and more optimizations are expected as the beta testing concludes in the coming weeks.
It's worth noting that NVIDIA is not the first to explore this idea, as both Intel and Microsoft have been working on similar solutions. For instance, Intel recently expanded its precompiled shader delivery to more GPUs. However, Intel's service is cloud-based, gathering game shaders in the company's private cloud infrastructure, where they are processed and precompiled. When you install the Intel Graphics Software App, it identifies the games you play and downloads the precompiled shaders for those games, using the Intel app as a distribution service and creating a folder for the precompiled shaders. Microsoft has a program called Advanced Shader Delivery, part of its Agility SDK, which performs a similar function. Intel has built an entirely custom framework this time but also plans to update its precompiled shader delivery with Microsoft Advanced Shader Delivery later this year. It remains to be seen whether NVIDIA is using Microsoft's Advanced Shader Delivery or if, like Intel, they have developed a custom solution.
Source: NVIDIA
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30 Comments on NVIDIA Launches Auto Shader Compilation for Faster Game Loading and Less Stuttering

#1
LastDudeALive
AleksandarKInterestingly, ASC will perform its functions once a game is downloaded and after a new driver update is installed for optimal performance.
Good, I imagine there's probably a lot of people that are frustrated when they update their driver (or they're automatically updated), and then they encounter stutters in games they play often, but they never connect the dots to shader recompilation with the new driver because they don't know that's a thing.
AleksandarKIt remains to be seen whether NVIDIA is using Microsoft's Advanced Shader Delivery or if, like Intel, they have developed a custom solution.
Maybe someone can poke around and watch CPU and network activity to see if it's compiling it on the machine or downloading them.
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#2
Frick
Fishfaced Nincompoop
Would be interesting to try with Marvel Rivals, that game sneezes and has to recompile the shaders.
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#3
FrozenPie1
LastDudeALiveMaybe someone can poke around and watch CPU and network activity to see if it's compiling it on the machine or downloading them.
If so, they shouldn't call it "Auto Shader Compilation". Steam has a feature which downloads pre-compiled shaders for games already, which is called "Shader Pre-Caching".
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#4
SiliconSeraph
Thank GOD. Obviously we'll have to wait to see how this actually performs, and it likely won't be instantaneous gains, but I'm so sick of waiting 2 minutes for Borderlands 4 and 10 minutes for BO7 shaders to load after either a game update or a driver update. Fingers crossed this isn't a letdown.
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#5
RejZoR
Not sure how useful this is. Usually the shaders compile problem is when game updates or drivers updates. Which usually happens for a game you most likely actively play. So, in order for shaders to compile at idle, there needs to be a time gap between this update and you playing the game. When does that happen for actively played game? Only if your PC is on over night and Steam happens to update the game then and it maybe compiles the shaders for the next day?

Only really meaningful method would be delivering precompiled shaders with the game update. Not sure how that would work when driver updates.

Besides, most games these days precompile shaders on game start. Marvel Rivals do this and it has been a single smoothest UE5 game in existence because of it, Killing Floor 3 also compiles them before launching, ensuring shaders are compiled. Overwatch 2 but now 1 without number again seems to still compile them on runtime.
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#6
cucol
Ngridia doing it again.
Just compile it for everyone as Intel do and ms suggested.

For the love of God, you are swimming in money
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#7
Frick
Fishfaced Nincompoop
RejZoRBesides, most games these days precompile shaders on game start. Marvel Rivals do this and it has been a single smoothest UE5 game in existence because of it
What? It's close to a two minute wait before the big scary ARE YOU SURE window stop popping up, and I've played before it was past 30% and it was a hellish lagfest. Compiling shaders have almost entirely wiped out the fast loading times of SSDs. I have never had them at more than 70% or so, ever. I don't play a lot, and there a ton of updates and all of them requires that pause. It's honestly a big reason I essentially stopped playing. It's a wonderful quick match style of game, but (at least for a while) it felt like there were updates more than once a week and having to wait before jumping in just killed it for me.
RejZoRNot sure how useful this is. Usually the shaders compile problem is when game updates or drivers updates. Which usually happens for a game you most likely actively play. So, in order for shaders to compile at idle, there needs to be a time gap between this update and you playing the game. When does that happen for actively played game? Only if your PC is on over night and Steam happens to update the game then and it maybe compiles the shaders for the next day?
What do you mean? I don't play all the games I have all the time. They're not running 24/7. Again, see Marvel Rivals. Literally every time I play it has to recompile shaders. And right now, as I'm typing this, the computer is basically idle.
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#8
FR3D1
Ninja Cat
NVIDIA requires GeForce Game Ready Driver 595.97 WHQL or newer for ASC to work
This is the second time today that a feature requires a driver that generates AI and is sometimes compromised.

Regards,
Fred.
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#9
Visible Noise
cucolNgridia doing it again.
Just compile it for everyone as Intel do and ms suggested.
That Intel is doing for a couple of GPUs and a few games, and Microsoft hasn’t implemented at all.

If you don’t see why Nvidia has quietly surpassed them both then you haven’t been paying attention.
cucolFor the love of God, you are swimming in money
Which has nothing to do with shader compilation. Did venting make you feel better?
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#10
pexxie
I like it. A lot. But it's sad that we need it.
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#11
chrcoluk
Nvidia taking matters in to its own hands, a useful feature, Dev's should be doing this themselves on games they release.
Since I dont want this app, hopefully a 3rd party tool implements it.
Its a shame they require a driver from a branch that has broken VRR though.
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#12
LastDudeALive
chrcolukNvidia taking matters in to its own hands, a useful feature, Dev's should be doing this themselves on games they release.
Since I dont want this app, hopefully a 3rd party tool implements it.
Devs can't do this because devs won't have access to every single possible GPU and driver, or it's extremely cost and time prohibitive to buy them and compile all of them for every single driver update.

GPU manufacturers have the documentation for every architecture and source code for the drivers, and so they can compile shaders without even using the actual hardware.

The solution that Microsoft has created, and that Intel (and likely Nvidia) are adopting, is called Advanced Shader Delivery. Game devs submit snippets of code extracted from the game engine to Microsoft, which can be used to compile shaders. GPU vendors have access to this code, and can compile all the shaders for all of their hardware for any driver they choose. These pre-compiled shaders can then be delivered to consumers. These vendor apps are the initial method of delivery, as Intel and Nvidia beta-test this process. Eventually, it will probably be through Windows directly, or possibly even through Steam or other storefronts where the game was purchased. The framework is finally in place, all that's left is implementation.
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#13
chrcoluk
LastDudeALiveDevs can't do this because devs won't have access to every single possible GPU and driver, or it's extremely cost and time prohibitive to buy them and compile all of them for every single driver update.

GPU manufacturers have the documentation for every architecture and source code for the drivers, and so they can compile shaders without even using the actual hardware.

The solution that Microsoft has created, and that Intel (and likely Nvidia) are adopting, is called Advanced Shader Delivery. Game devs submit snippets of code extracted from the game engine to Microsoft, which can be used to compile shaders. GPU vendors have access to this code, and can compile all the shaders for all of their hardware for any driver they choose. These per-compiled shaders can then be delivered to consumers. These vendor apps are the initial method of delivery, as Intel and Nvidia beta-test this process. Eventually, it will probably be through Windows directly, or possibly even through Steam or other storefronts where the game was purchased. The framework is finally in place, all that's left is implementation.
The games already compile shaders, dev's dont need access to anything they dont already have, all the dev's need to do is make their games pre compile shaders, which is basically what this change from Nvidia does, Dev's can do this, and some do it, but sadly many games dont do it.
I am talking about local pre compilation for reference, not the cloud version from Intel and Microsoft.
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#14
LastDudeALive
chrcolukThe games already compile shaders, dev's dont need access to anything they dont already have, all the dev's need to do is make their games pre compile shaders, which is basically what this change from Nvidia does, Dev's can do this, and some do it, but sadly many games dont do it.
I am talking about local pre compilation for reference, not the cloud version from Intel and Microsoft.
That would require a process to be running 24/7, checking for hardware/driver changes. Not sure consumers want every single game lurking in the background constantly scanning their PC. It's much better for that to be integrated to existing vendor programs or Windows.
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#15
chrcoluk
LastDudeALiveThat would require a process to be running 24/7, checking for hardware/driver changes. Not sure consumers want every single game lurking in the background constantly scanning their PC. It's much better for that to be integrated to existing vendor programs or Windows.
No it just requires an option on the menu called "compile shaders". I am talking about avoiding in game live compilation.
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#16
LastDudeALive
chrcolukNo it just requires an option on the menu called "compile shaders". I am talking about avoiding in game live compilation.
Ahh. Yeah, a lot of games do that on startup already. But then users get hit with loading screens when they open the game, which is frustrating. It's really a lose-lose for devs. Either they compile on startup, which means long startup times for users on lower-end hardware (and if they update their driver before they finish the game, it has to be repeated), or they compile in-game, which means stutters in gameplay or cutscenes. Either way, the user is frustrated.

Having the GPU vendor compile shaders and deliver them over the internet is the best option for gamers, especially once this becomes opt-out instead of opt-in.
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#17
chrcoluk
LastDudeALiveAhh. Yeah, a lot of games do that on startup already. But then users get hit with loading screens when they open the game, which is frustrating. It's really a lose-lose for devs. Either they compile on startup, which means long startup times for users on lower-end hardware (and if they update their driver before they finish the game, it has to be repeated), or they compile in-game, which means stutters in gameplay or cutscenes. Either way, the user is frustrated.

Having the GPU vendor compile shaders and deliver them over the internet is the best option for gamers, especially once this becomes opt-out instead of opt-in.
Yeah thats probably the ultimate solution, with a local compile fallback in case either they havent done it for the game/driver combo, or if the user has a very bad internet connection.
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#18
LastDudeALive
chrcolukYeah thats probably the ultimate solution, with a local compile fallback in case either they havent done it for the game/driver combo, or if the user has a very bad internet connection.
Yes, local compile absolutely needs to remain an option.
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#19
Visible Noise
chrcolukThe games already compile shaders, dev's dont need access to anything they dont already have, all the dev's need to do is make their games pre compile shaders, which is basically what this change from Nvidia does, Dev's can do this, and some do it, but sadly many games dont do it.
I am talking about local pre compilation for reference, not the cloud version from Intel and Microsoft.
“All the devs need to do”

I love it when someone on the internet solves a decade long issue in a paragraph.

Question: Have you ever tried to gather every PSO in a game? How’d it go? Why do games that have a pre-compilation step still have shader compilation stutters?
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#20
DRCGG
Nvidia pulling the wool over the sheeps eyes again. This is just another trick to make you think you will be better with Nvidia. It is just pulling shadders off a database somewhere this is just getting closer and closer to forcing you to play the games off an nvidia cloud system and they will end up selling you a gpu plan so they do not need to sell you a gpu. Nvidia is going all out AI and will do anything to make gamers think they are the better choice. They are trying to create as many different AI scalers and AI software that AMD won't be able to follow and nvidia will force developers to use their tools for development to leave AMD out in the cold and unable to compete so they can steal the market and charge you (the sheep) whatever they want because nobody else can play in their playground anymore. Buying into nvidia is just buying into the end of a free standing game market that allows anyone that buys a gpu from any company to play, but nvidia is ready to topple it and become the only existing hardware/software gaming conglomerate. Keep buying nvidia and keep selling out the future of gaming as it is today.
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#21
BorisDG
Alex Battaglia has joined the chat.
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#22
FierceRed
RejZoRNot sure how useful this is. Usually the shaders compile problem is when game updates or drivers updates. Which usually happens for a game you most likely actively play. So, in order for shaders to compile at idle, there needs to be a time gap between this update and you playing the game. When does that happen for actively played game? Only if your PC is on over night and Steam happens to update the game then and it maybe compiles the shaders for the next day?
I have an even more confusing question. What exactly is this effort from Nvidia supposed to produce?

Games that suffer from #StutterStruggle are already compiling shaders before gameplay. How does doing it while I browse Youtube supposed to produce a better result? It's not like its compiling more shaders than the game would already... so what, I save myself a loading screen before the Main Menu? Why is pre-loading shaders that cause stutter supposed to reduce stutter?

If it doesn't remove stutters during gameplay, this is equivalent to skipping intro movies.
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#23
Hereticbar
FierceRedGames that suffer from #StutterStruggle are already compiling shaders before gameplay. How does doing it while I browse Youtube supposed to produce a better result? It's not like its compiling more shaders than the game would already... so what, I save myself a loading screen before the Main Menu? Why is pre-loading shaders that cause stutter supposed to reduce stutter?

If it doesn't remove stutters during gameplay, this is equivalent to skipping intro movies.
Not all games pre-compile shaders and even if they do, some either don't a very good job of pre-compiling all the necessary shaders because they don't want the process to take too long or on the other extreme the process takes 15-30 minutes to complete. Early versions of The Last of Us Part 1 is a good example.

Compiling shaders from games quietly in the background while the system/graphics card is idle, hopefully means the pre-compiling shaders process can be more comprehensive and reduced the likelihood they need to be done while the game is running.
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#24
DeathtoGnomes
So is this another back ground app that runs in windows just waiting for a game to launch?
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#25
Vayra86
SiliconSeraphThank GOD. Obviously we'll have to wait to see how this actually performs, and it likely won't be instantaneous gains, but I'm so sick of waiting 2 minutes for Borderlands 4 and 10 minutes for BO7 shaders to load after either a game update or a driver update. Fingers crossed this isn't a letdown.
Easy fix, just uninstall that junk
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