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

#26
RejZoR
FrickWhat? 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.


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.
Again, when is this "idle compiling" suppose to benefit me when a) game updates and I want to play it now b) I've updated drivers and I want to play the game now. I don't have a rotation of 30 games that need to automatically update and recompile shaders to be ready for me because I'll play one of them next week. So, this makes no sense at all. Like, how often do you buy a new game, download it and then decide to play it after 3 days for this automatic shader compiling to do its job. ?!
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#27
Frick
Fishfaced Nincompoop
RejZoRAgain, when is this "idle compiling" suppose to benefit me when a) game updates and I want to play it now b) I've updated drivers and I want to play the game now. I don't have a rotation of 30 games that need to automatically update and recompile shaders to be ready for me because I'll play one of them next week. So, this makes no sense at all. Like, how often do you buy a new game, download it and then decide to play it after 3 days for this automatic shader compiling to do its job. ?!
If you want to play the game immedietly after updating and you only have like one or two games installed and do literally nothing but play those games, sure this will not benefit you. But for someone like me who has a whole bunch of games installed it would be great. Like Marvel Rivals. I was playing it once or twice a week (because it's the kind of game I like to do a few matches in once or twice a week), and at least for a while it had weekly updates, meaning almost every single time I started it it had to compile shaders. And I do other stuff with the computer, stuff that is close to idling. Like fiddling with Inkscape or TinkerCAD is essentially idling. Or Awoved, I swear that game had to compile shaders after each reboot.
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#28
cucol
Visible NoiseThat 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.

Which has nothing to do with shader compilation. Did venting make you feel better?
Obviously, it has to do with shader compilation. Instead of Nvidia paying for a cloud server to compile all the shaders for all the games for every driver version, they prefer to save the money and have you compile them. Which, simply on an energy/ecological level, is an atrocity, when they could be compiled just once in Nvidia's cloud and distributed in seconds via the driver/Nvidia App to users who install said game/driver version.

This is a sloppy job on Nvidia's part, but the problem is that, for some reason, some of you have the mentality of a 4-year-old and are incapable of criticizing your beloved company just because you have an Nvidia graphics card plugged into your PC.

Get over it already. If they do something wrong, you call it out and that's it; your PC is still going to turn on tomorrow anyway. Don't worry.
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#29
chrcoluk
Visible Noise“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?
There is other causes of stutters as well like traversal stutters. I prefer loading screens and segmented areas, but we have a trend thats moved to no loading screens.
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#30
efikkan
AleksandarKIt remains to be seen whether NVIDIA is using Microsoft's Advanced Shader Delivery or if, like Intel, they have developed a custom solution.
I assume this is an extension of their existing shader cache mechanism that they've had for over a decade, which just returns the compiled shader when the game sends the shader for compilation, just that it problably retains the shaders and recompile them ahead of time after upgrading the driver.
RejZoRNot sure how useful this is. Usually the shaders compile problem is when game updates or drivers updates.
It could be greatly reduced by just flushing the cache when the driver's shader compiler or the GPU family is changed, so not on every driver update. None of this will address the game updates though.
RejZoROnly really meaningful method would be delivering precompiled shaders with the game update. Not sure how that would work when driver updates.
This is something like what Steam have proposed, and it could work in theory, provided they precompile every permutation of driver and game version. Except there could be some nasty bugs coming from this.

I ultimately think this is a problem which should be solved at the game side. The fact that this has become a problem in the first place is due to misuse of shaders. I mean, probably shaders which are "auto generated", bloated and partly duplicated. Which may make sense during early game development, but they should replace them with proper handcrafted shaders which would reduce the quantity and size of the shaders and in most cases remove the problem all together. Like anything in engineering, we should attack the source of the problem instead of creating elaborate contraptions to deal with the consequences of bad design in the first place.
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