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Microsoft says broader hardware support is still expanding.\"},\"tunes\":{}},{\"id\":\"2a609230a5\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"629087889e\",\"type\":\"header\",\"data\":{\"text\":\"Why PC games compile shaders in the first place\",\"level\":2},\"tunes\":{}},{\"id\":\"598e794c99\",\"type\":\"paragraph\",\"data\":{\"text\":\"A shader is a small GPU program used for rendering tasks such as lighting, materials, shadows, post-processing and other graphics work.\"},\"tunes\":{}},{\"id\":\"72d7b4a8a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"The game usually ships shader code in an intermediate form. Before the GPU can execute it efficiently, the graphics driver compiles that code into a hardware-specific form.\"},\"tunes\":{}},{\"id\":\"dc6d594d0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"On a console, the target hardware and driver environment are much more predictable. On a Windows PC, the game may run on many GPU models, driver versions and system configurations.\"},\"tunes\":{}},{\"id\":\"66bff5badb\",\"type\":\"paragraph\",\"data\":{\"text\":\"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.\"},\"tunes\":{}},{\"id\":\"9d6edb14c9\",\"type\":\"header\",\"data\":{\"text\":\"Where shader stutter comes from\",\"level\":2},\"tunes\":{}},{\"id\":\"ed90f5091b\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the game encounters a shader that is not already compiled, the driver may have to compile it while the game is running.\"},\"tunes\":{}},{\"id\":\"7551ab324d\",\"type\":\"paragraph\",\"data\":{\"text\":\"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.\"},\"tunes\":{}},{\"id\":\"a75fc2b3d4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Once the compiled shader has been cached, the same hitch may not happen again until the cache is invalidated or new shader combinations are needed.\"},\"tunes\":{}},{\"id\":\"6aed79503f\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\",\"title\":\"Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained\",\"excerpt\":\"Why average FPS can look healthy while a few long frames make the game feel uneven.\",\"ctaLabel\":\"Read the frame-time guide\"},\"tunes\":{}},{\"id\":\"6417a8a29e\",\"type\":\"header\",\"data\":{\"text\":\"The normal shader-compilation path\",\"level\":2},\"tunes\":{}},{\"id\":\"a28d732096\",\"type\":\"processFlow\",\"data\":{\"title\":\"Without Advanced Shader Delivery\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Game ships shader source or intermediate data\",\"description\":\"The package contains what the driver needs to build GPU-specific programs.\"},{\"label\":\"2. Player launches the game\",\"description\":\"The system does not yet have every compiled shader variant in cache.\"},{\"label\":\"3. Driver compiles shaders locally\",\"description\":\"Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.\"},{\"label\":\"4. Compiled shaders are cached\",\"description\":\"Future runs can reuse the results while the cache remains valid.\"},{\"label\":\"5. Driver or game changes can invalidate the cache\",\"description\":\"The system may need to compile again after relevant updates.\"}]},\"tunes\":{}},{\"id\":\"873418b9cd\",\"type\":\"header\",\"data\":{\"text\":\"What Advanced Shader Delivery changes\",\"level\":2},\"tunes\":{}},{\"id\":\"2d58ee74cb\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.\"},\"tunes\":{}},{\"id\":\"265d255da5\",\"type\":\"paragraph\",\"data\":{\"text\":\"The game provides a standardized description of the shader state objects it can need. Microsoft calls that collection a State Object Database, or SODB.\"},\"tunes\":{}},{\"id\":\"816925a31d\",\"type\":\"paragraph\",\"data\":{\"text\":\"The platform combines that game data with a separated shader compiler for the relevant hardware and driver environment to produce a Precompiled Shader Database, or PSDB.\"},\"tunes\":{}},{\"id\":\"0f09842033\",\"type\":\"paragraph\",\"data\":{\"text\":\"The PSDB can then be distributed through the storefront alongside the game.\"},\"tunes\":{}},{\"id\":\"9ce7e91c28\",\"type\":\"header\",\"data\":{\"text\":\"The SODB → PSDB pipeline\",\"level\":2},\"tunes\":{}},{\"id\":\"bba52a816e\",\"type\":\"processFlow\",\"data\":{\"title\":\"How Advanced Shader Delivery works\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Game creates an SODB\",\"description\":\"The developer collects the state-object information needed to describe the game's shaders.\"},{\"label\":\"2. SODB is submitted with the game\",\"description\":\"The shader-state database becomes part of the distribution workflow.\"},{\"label\":\"3. Hardware-specific compilation happens ahead of time\",\"description\":\"The shader compiler produces the correct compiled form for a supported GPU and driver environment.\"},{\"label\":\"4. A PSDB is produced\",\"description\":\"The Precompiled Shader Database contains compiled shader data for that target environment.\"},{\"label\":\"5. Storefront delivers the PSDB\",\"description\":\"The compiled shader database arrives with or alongside the game download.\"},{\"label\":\"6. Windows registers the compiled shaders\",\"description\":\"When the game starts, many shaders can already be present instead of being compiled locally.\"}]},\"tunes\":{}},{\"id\":\"1fcbe512dc\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The simplest mental model\",\"body\":\"\u003Cstrong>SODB = what the game may need.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = turns it into hardware-specific GPU programs.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = the compiled result.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Storefront = delivers it before you play.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"ac158345e6\",\"type\":\"header\",\"data\":{\"text\":\"Why this is harder on PC than on console\",\"level\":2},\"tunes\":{}},{\"id\":\"77f75d14dd\",\"type\":\"comparison\",\"data\":{\"title\":\"Console vs PC shader preparation\",\"layout\":\"table\",\"columns\":[{\"id\":\"console\",\"label\":\"Console\"},{\"id\":\"pc\",\"label\":\"Windows PC\"}],\"rows\":[{\"id\":\"hardware\",\"label\":\"Hardware target\",\"values\":[\"\",\"\"]},{\"id\":\"driver\",\"label\":\"Driver environment\",\"values\":[\"\",\"\"]},{\"id\":\"compile\",\"label\":\"Precompilation\",\"values\":[\"\",\"\"]},{\"id\":\"cache\",\"label\":\"Cache stability\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"284835a743\",\"type\":\"header\",\"data\":{\"text\":\"Why a driver update can matter\",\"level\":2},\"tunes\":{}},{\"id\":\"348a23401d\",\"type\":\"paragraph\",\"data\":{\"text\":\"Compiled shaders are not completely independent of the graphics driver.\"},\"tunes\":{}},{\"id\":\"7c4efce81d\",\"type\":\"paragraph\",\"data\":{\"text\":\"A driver update can change the compiler or invalidate previously compiled cache data.\"},\"tunes\":{}},{\"id\":\"fb009b6277\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's Advanced Shader Delivery architecture is designed to detect that environment change and refresh the precompiled shader data instead of leaving the player to rebuild everything manually.\"},\"tunes\":{}},{\"id\":\"428a0ec70d\",\"type\":\"header\",\"data\":{\"text\":\"Does this mean shader compilation screens disappear?\",\"level\":2},\"tunes\":{}},{\"id\":\"4aa0142d15\",\"type\":\"paragraph\",\"data\":{\"text\":\"Potentially many of them can become much shorter or unnecessary, but Advanced Shader Delivery does not guarantee that every shader-related wait disappears.\"},\"tunes\":{}},{\"id\":\"90741fcfd5\",\"type\":\"paragraph\",\"data\":{\"text\":\"The quality of the SODB matters. If the game fails to describe shader combinations that are later needed, those missing cases may still require local work.\"},\"tunes\":{}},{\"id\":\"c5a2b190ed\",\"type\":\"paragraph\",\"data\":{\"text\":\"Game updates can also introduce new shader states that need new precompiled data.\"},\"tunes\":{}},{\"id\":\"89507e115a\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Precompiled does not mean complete\",\"body\":\"Advanced Shader Delivery can remove a large class of runtime compilation work, but only for shader states that have been captured, compiled and distributed correctly.\"},\"tunes\":{}},{\"id\":\"8bbaf279d1\",\"type\":\"header\",\"data\":{\"text\":\"The Shader Availability Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"931b012b46\",\"type\":\"comparison\",\"data\":{\"title\":\"What decides whether the game can avoid local compilation?\",\"layout\":\"table\",\"columns\":[{\"id\":\"covered\",\"label\":\"Covered by ASD\"},{\"id\":\"missing\",\"label\":\"Outside the delivered database\"}],\"rows\":[{\"id\":\"state\",\"label\":\"Shader state\",\"values\":[\"\",\"\"]},{\"id\":\"target\",\"label\":\"Hardware target\",\"values\":[\"\",\"\"]},{\"id\":\"version\",\"label\":\"Game version\",\"values\":[\"\",\"\"]},{\"id\":\"delivery\",\"label\":\"Distribution\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"e941fa79d5\",\"type\":\"header\",\"data\":{\"text\":\"What Microsoft's 90% and 95% numbers actually mean\",\"level\":2},\"tunes\":{}},{\"id\":\"0118140982\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft says Advanced Shader Delivery can reduce shader-related loading time by up to 90% in supported scenarios.\"},\"tunes\":{}},{\"id\":\"c3971ea047\",\"type\":\"paragraph\",\"data\":{\"text\":\"For Forza Horizon 6, Microsoft reported a specific internal example where loading dropped from almost 1.5 minutes to about 4 seconds on a Ryzen 7 5800 system with a Radeon RX 7600, which it described as roughly a 95% time saving.\"},\"tunes\":{}},{\"id\":\"7670e213a0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Those figures should not be interpreted as a universal guarantee for every game, GPU or loading screen.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Shader-Stutter Diagnosis Test\",\"level\":2},\"tunes\":{}},{\"id\":\"5aa5bd206c\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to tell whether a hitch is really shader compilation\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Repeat the same scene\",\"description\":\"If the hitch happens once and disappears on the second run, cache warm-up is a strong clue.\"},{\"label\":\"2. Compare after clearing or invalidating shader cache\",\"description\":\"A returning hitch can indicate shader compilation rather than a permanent performance bottleneck.\"},{\"label\":\"3. Check frame-time spikes\",\"description\":\"Shader stutter appears as long individual frames, not merely a lower stable average FPS.\"},{\"label\":\"4. Separate asset streaming from shader compilation\",\"description\":\"Both can produce traversal stutter, but they are different pipelines.\"},{\"label\":\"5. Check game and driver updates\",\"description\":\"A new update can invalidate or expand shader caches.\"},{\"label\":\"6. Look for ASD status\",\"description\":\"In supported Xbox PC app titles, the launch window can indicate that precompiled shaders were installed.\"}]},\"tunes\":{}},{\"id\":\"f769a5fe57\",\"type\":\"header\",\"data\":{\"text\":\"Shader stutter is not the same as asset-streaming stutter\",\"level\":2},\"tunes\":{}},{\"id\":\"a97fc94605\",\"type\":\"paragraph\",\"data\":{\"text\":\"Both problems can create a hitch when entering a new area, which makes them easy to confuse.\"},\"tunes\":{}},{\"id\":\"ad12701b27\",\"type\":\"paragraph\",\"data\":{\"text\":\"Shader compilation is about creating executable GPU programs. Asset streaming is about moving textures, geometry and other content into usable memory.\"},\"tunes\":{}},{\"id\":\"b94a2dd59f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery targets the first problem. DirectStorage targets the second pipeline.\"},\"tunes\":{}},{\"id\":\"a9dfa4c70c\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do\",\"title\":\"DirectStorage 1.4 Does Not Make Your SSD Decompress Games: What Zstd and GPU Decompression Actually Do\",\"excerpt\":\"A separate look at the asset-loading path: SSD reads, DirectStorage scheduling and CPU\u002FGPU decompression.\",\"ctaLabel\":\"Read the DirectStorage guide\"},\"tunes\":{}},{\"id\":\"4dd6f52499\",\"type\":\"header\",\"data\":{\"text\":\"Why the storefront matters\",\"level\":2},\"tunes\":{}},{\"id\":\"ce08ac7263\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery is not only a Direct3D API feature.\"},\"tunes\":{}},{\"id\":\"a0ab668bcb\",\"type\":\"paragraph\",\"data\":{\"text\":\"The system depends on a distribution service that knows which game version, GPU environment and compiled database belong together.\"},\"tunes\":{}},{\"id\":\"4eb480c656\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why Microsoft's current implementation is tied to Xbox PC app distribution rather than being something an individual player simply switches on globally.\"},\"tunes\":{}},{\"id\":\"b8693ba872\",\"type\":\"header\",\"data\":{\"text\":\"Why this is not just another shader cache\",\"level\":2},\"tunes\":{}},{\"id\":\"4af48bdc6c\",\"type\":\"paragraph\",\"data\":{\"text\":\"A normal local shader cache is built after your own machine has already paid the compilation cost.\"},\"tunes\":{}},{\"id\":\"8c45dac918\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery attempts to deliver that useful compiled state before the cost reaches your machine.\"},\"tunes\":{}},{\"id\":\"693e6f7d83\",\"type\":\"comparison\",\"data\":{\"title\":\"Local shader cache vs Advanced Shader 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locally, and submit the SODB through the storefront pipeline.\"},\"tunes\":{}},{\"id\":\"186600f899\",\"type\":\"paragraph\",\"data\":{\"text\":\"Agility SDK 1.619 also introduced application identity and statistics APIs so developers can identify the title consistently and measure how effectively a PSDB is being used.\"},\"tunes\":{}},{\"id\":\"da7b0ce8b5\",\"type\":\"header\",\"data\":{\"text\":\"What hardware works today?\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's June 2026 update lists Windows 11 version 24H2 or newer, the required Xbox Gaming Services version, AMD Radeon hardware based on RDNA 1 through RDNA 4, and AMD Adrenalin 26.6.1 or newer for the currently documented Xbox PC app path.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has also said it is working with Intel and other hardware vendors, and that support will expand to more devices.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Advanced Shader Delivery should be treated as an expanding platform feature rather than a universal Windows capability on every GPU today.\"},\"tunes\":{}},{\"id\":\"bd182f72b0\",\"type\":\"header\",\"data\":{\"text\":\"Why this matters more than another FPS feature\",\"level\":2},\"tunes\":{}},{\"id\":\"9decb9c1b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Upscaling and frame generation improve the output of the rendering pipeline after the game is already running.\"},\"tunes\":{}},{\"id\":\"64eec31a18\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery attacks a different quality problem: a frame-time spike caused by preparing GPU programs at the wrong moment.\"},\"tunes\":{}},{\"id\":\"a6a0db382e\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why the benefit can be visible even when average FPS does not change at all.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"The biggest moving boundary is ecosystem support.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft is still expanding Advanced Shader Delivery across GPUs, storefront workflows and game-engine integrations. Hardware requirements and supported distribution paths can therefore change quickly.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"A future implementation integrated broadly across major PC storefronts could make precompiled shader delivery much more transparent to players than it is today.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Advanced Shader Delivery architecture and current Windows\u002FXbox PC app support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's reported load-time savings are vendor measurements from specific supported scenarios. They should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery solves a simple problem with a platform-level answer.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"A PC game needs GPU-specific compiled shaders. Building them on the player's machine can cause long first launches and just-in-time stutter. ASD captures what the game needs, compiles it ahead of time for the target environment and delivers the result through the storefront.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"The shader still exists. The compilation still happens. The important change is that it happens before the player needs it.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Advanced Shader Delivery in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Advanced Shader Delivery?\",\"answer\":\"A Windows 11 Direct3D 12 technology that precompiles shaders ahead of time and delivers them with the game instead of compiling everything on the player's PC.\"},{\"id\":\"faq2\",\"question\":\"What is an SODB?\",\"answer\":\"A State Object Database describing the shader states a game may need so they can be compiled ahead of delivery.\"},{\"id\":\"faq3\",\"question\":\"What is a PSDB?\",\"answer\":\"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.\"},{\"id\":\"faq4\",\"question\":\"Does ASD eliminate all shader stutter?\",\"answer\":\"Not automatically. Missing shader states, unsupported environments or new game content can still require local compilation.\"},{\"id\":\"faq5\",\"question\":\"Is ASD the same as a local shader cache?\",\"answer\":\"No. A local cache is created after your PC compiles shaders. ASD tries to deliver compiled shader data before you run the game.\"},{\"id\":\"faq6\",\"question\":\"Does Advanced Shader Delivery increase FPS?\",\"answer\":\"Its main purpose is faster shader preparation and fewer compilation-related frame-time spikes, not higher steady-state FPS.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key shader-delivery terms\",\"entries\":[{\"term\":\"Shader\",\"definition\":\"A GPU program used for graphics or compute work such as lighting, materials and post-processing.\",\"anchor\":\"shader\"},{\"term\":\"Shader compilation\",\"definition\":\"Turning shader code into a GPU-specific executable form that the driver and hardware can run.\",\"anchor\":\"shader-compilation\"},{\"term\":\"SODB\",\"definition\":\"State Object Database containing shader-state information collected from or generated for a game.\",\"anchor\":\"sodb\"},{\"term\":\"PSDB\",\"definition\":\"Precompiled Shader Database containing shader data compiled ahead of time for a target environment.\",\"anchor\":\"psdb\"},{\"term\":\"JIT compilation\",\"definition\":\"Just-in-time compilation performed when a shader is first needed during startup or gameplay.\",\"anchor\":\"jit-compilation\"},{\"term\":\"Shader Availability Boundary\",\"definition\":\"A Figure Rocks model describing when a shader can be served from delivered precompiled data and when local compilation is still required.\",\"anchor\":\"shader-availability-boundary\"},{\"term\":\"Shader-Stutter Diagnosis Test\",\"definition\":\"A Figure Rocks workflow for separating shader-compilation hitches from other causes of frame-time spikes.\",\"anchor\":\"shader-stutter-diagnosis-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fadvanced-shader-delivery\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Advanced Shader Delivery\",\"description\":\"Official Windows documentation covering the SODB-to-PSDB workflow, benefits and current platform model.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Introducing Advanced Shader Delivery\",\"description\":\"Official architecture explanation covering local shader compilation, SODB, PSDB and storefront distribution.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Advanced Shader Delivery at GDC 2026\",\"description\":\"Official 2026 developer update covering SODB integration, application identity, statistics and Xbox Partner Center workflow.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-expands-public-preview-with-amd\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Advanced Shader Delivery expands with AMD\",\"description\":\"Official 2026 availability update covering Windows 11, AMD RDNA support, Xbox PC app distribution and Forza Horizon 6 measurements.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":537,"blocks":538,"version":1201},1790406603890,[539,545,553,560,567,573,578,583,588,593,598,603,608,613,622,627,650,655,660,665,670,675,680,704,711,716,747,752,757,762,767,772,777,782,787,794,799,827,832,837,842,847,852,876,881,886,891,896,904,909,914,919,924,929,934,939,968,973,978,983,988,993,998,1003,1008,1013,1018,1023,1028,1033,1038,1043,1048,1053,1058,1063,1068,1073,1078,1083,1088,1119,1124,1159,1164,1174,1183,1192],{"id":540,"data":541,"type":543,"tunes":544},"3cee674645",{"text":542},"PC shader stutter exists because a game often cannot use a shader until that shader has been compiled for the exact GPU and driver environment running the game. Microsoft Advanced Shader Delivery changes where that compilation happens: instead of waiting for the player's PC, the work can be done ahead of time and the compiled shader data can arrive with the game.","paragraph",{},{"id":546,"data":547,"type":551,"tunes":552},"24a1733ca8",{"body":548,"title":549,"variant":550},"\u003Cstrong>Advanced Shader Delivery does not make shaders disappear.\u003C\u002Fstrong> It moves much of the compilation work away from the player's PC. A game supplies shader state information, the platform builds hardware-specific precompiled shader databases, and the storefront delivers the right compiled data to the player.","Direct answer","info","callout",{},{"id":554,"data":555,"type":551,"tunes":559},"48a3661d84",{"body":556,"title":557,"variant":558},"Advanced Shader Delivery is available through the Xbox PC app for supported Windows 11 systems and currently has documented AMD RDNA support. Microsoft says broader hardware support is still expanding.","Current status in 2026","note",{},{"id":561,"data":562,"type":565,"tunes":566},"2a609230a5",{"title":563,"maxLevel":564,"minLevel":46},"Contents",3,"tableOfContents",{},{"id":568,"data":569,"type":571,"tunes":572},"629087889e",{"text":570,"level":46},"Why PC games compile shaders in the first place","header",{},{"id":574,"data":575,"type":543,"tunes":577},"598e794c99",{"text":576},"A shader is a small GPU program used for rendering tasks such as lighting, materials, shadows, post-processing and other graphics work.",{},{"id":579,"data":580,"type":543,"tunes":582},"72d7b4a8a7",{"text":581},"The game usually ships shader code in an intermediate form. Before the GPU can execute it efficiently, the graphics driver compiles that code into a hardware-specific form.",{},{"id":584,"data":585,"type":543,"tunes":587},"dc6d594d0a",{"text":586},"On a console, the target hardware and driver environment are much more predictable. On a Windows PC, the game may run on many GPU models, driver versions and system configurations.",{},{"id":589,"data":590,"type":543,"tunes":592},"66bff5badb",{"text":591},"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.",{},{"id":594,"data":595,"type":571,"tunes":597},"9d6edb14c9",{"text":596,"level":46},"Where shader stutter comes from",{},{"id":599,"data":600,"type":543,"tunes":602},"ed90f5091b",{"text":601},"If the game encounters a shader that is not already compiled, the driver may have to compile it while the game is running.",{},{"id":604,"data":605,"type":543,"tunes":607},"7551ab324d",{"text":606},"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.",{},{"id":609,"data":610,"type":543,"tunes":612},"a75fc2b3d4",{"text":611},"Once the compiled shader has been cached, the same hitch may not happen again until the cache is invalidated or new shader combinations are needed.",{},{"id":614,"data":615,"type":620,"tunes":621},"6aed79503f",{"url":616,"title":617,"excerpt":618,"ctaLabel":619},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can look healthy while a few long frames make the game feel uneven.","Read the frame-time guide","referralArticle",{},{"id":623,"data":624,"type":571,"tunes":626},"6417a8a29e",{"text":625,"level":46},"The normal shader-compilation path",{},{"id":628,"data":629,"type":648,"tunes":649},"a28d732096",{"steps":630,"title":646,"orientation":647},[631,634,637,640,643],{"label":632,"description":633},"1. Game ships shader source or intermediate data","The package contains what the driver needs to build GPU-specific programs.",{"label":635,"description":636},"2. Player launches the game","The system does not yet have every compiled shader variant in cache.",{"label":638,"description":639},"3. Driver compiles shaders locally","Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.",{"label":641,"description":642},"4. Compiled shaders are cached","Future runs can reuse the results while the cache remains valid.",{"label":644,"description":645},"5. Driver or game changes can invalidate the cache","The system may need to compile again after relevant updates.","Without Advanced Shader Delivery","auto","processFlow",{},{"id":651,"data":652,"type":571,"tunes":654},"873418b9cd",{"text":653,"level":46},"What Advanced Shader Delivery changes",{},{"id":656,"data":657,"type":543,"tunes":659},"2d58ee74cb",{"text":658},"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.",{},{"id":661,"data":662,"type":543,"tunes":664},"265d255da5",{"text":663},"The game provides a standardized description of the shader state objects it can need. Microsoft calls that collection a State Object Database, or SODB.",{},{"id":666,"data":667,"type":543,"tunes":669},"816925a31d",{"text":668},"The platform combines that game data with a separated shader compiler for the relevant hardware and driver environment to produce a Precompiled Shader Database, or PSDB.",{},{"id":671,"data":672,"type":543,"tunes":674},"0f09842033",{"text":673},"The PSDB can then be distributed through the storefront alongside the game.",{},{"id":676,"data":677,"type":571,"tunes":679},"9ce7e91c28",{"text":678,"level":46},"The SODB → PSDB pipeline",{},{"id":681,"data":682,"type":648,"tunes":703},"bba52a816e",{"steps":683,"title":702,"orientation":647},[684,687,690,693,696,699],{"label":685,"description":686},"1. Game creates an SODB","The developer collects the state-object information needed to describe the game's shaders.",{"label":688,"description":689},"2. SODB is submitted with the game","The shader-state database becomes part of the distribution workflow.",{"label":691,"description":692},"3. Hardware-specific compilation happens ahead of time","The shader compiler produces the correct compiled form for a supported GPU and driver environment.",{"label":694,"description":695},"4. A PSDB is produced","The Precompiled Shader Database contains compiled shader data for that target environment.",{"label":697,"description":698},"5. Storefront delivers the PSDB","The compiled shader database arrives with or alongside the game download.",{"label":700,"description":701},"6. Windows registers the compiled shaders","When the game starts, many shaders can already be present instead of being compiled locally.","How Advanced Shader Delivery works",{},{"id":705,"data":706,"type":551,"tunes":710},"1fcbe512dc",{"body":707,"title":708,"variant":709},"\u003Cstrong>SODB = what the game may need.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = turns it into hardware-specific GPU programs.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = the compiled result.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Storefront = delivers it before you play.\u003C\u002Fstrong>","The simplest mental model","success",{},{"id":712,"data":713,"type":571,"tunes":715},"ac158345e6",{"text":714,"level":46},"Why this is harder on PC than on console",{},{"id":717,"data":718,"type":745,"tunes":746},"77f75d14dd",{"rows":719,"title":736,"layout":737,"columns":738},[720,724,728,732],{"id":721,"label":722,"values":723},"hardware","Hardware target",[12,12],{"id":725,"label":726,"values":727},"driver","Driver environment",[12,12],{"id":729,"label":730,"values":731},"compile","Precompilation",[12,12],{"id":733,"label":734,"values":735},"cache","Cache stability",[12,12],"Console vs PC shader preparation","table",[739,742],{"id":740,"label":741},"console","Console",{"id":743,"label":744},"pc","Windows PC","comparison",{},{"id":748,"data":749,"type":571,"tunes":751},"284835a743",{"text":750,"level":46},"Why a driver update can matter",{},{"id":753,"data":754,"type":543,"tunes":756},"348a23401d",{"text":755},"Compiled shaders are not completely independent of the graphics driver.",{},{"id":758,"data":759,"type":543,"tunes":761},"7c4efce81d",{"text":760},"A driver update can change the compiler or invalidate previously compiled cache data.",{},{"id":763,"data":764,"type":543,"tunes":766},"fb009b6277",{"text":765},"Microsoft's Advanced Shader Delivery architecture is designed to detect that environment change and refresh the precompiled shader data instead of leaving the player to rebuild everything manually.",{},{"id":768,"data":769,"type":571,"tunes":771},"428a0ec70d",{"text":770,"level":46},"Does this mean shader compilation screens disappear?",{},{"id":773,"data":774,"type":543,"tunes":776},"4aa0142d15",{"text":775},"Potentially many of them can become much shorter or unnecessary, but Advanced Shader Delivery does not guarantee that every shader-related wait disappears.",{},{"id":778,"data":779,"type":543,"tunes":781},"90741fcfd5",{"text":780},"The quality of the SODB matters. If the game fails to describe shader combinations that are later needed, those missing cases may still require local work.",{},{"id":783,"data":784,"type":543,"tunes":786},"c5a2b190ed",{"text":785},"Game updates can also introduce new shader states that need new precompiled data.",{},{"id":788,"data":789,"type":551,"tunes":793},"89507e115a",{"body":790,"title":791,"variant":792},"Advanced Shader Delivery can remove a large class of runtime compilation work, but only for shader states that have been captured, compiled and distributed correctly.","Precompiled does not mean complete","warning",{},{"id":795,"data":796,"type":571,"tunes":798},"8bbaf279d1",{"text":797,"level":46},"The Shader Availability Boundary",{},{"id":800,"data":801,"type":745,"tunes":826},"931b012b46",{"rows":802,"title":818,"layout":737,"columns":819},[803,807,810,814],{"id":804,"label":805,"values":806},"state","Shader state",[12,12],{"id":808,"label":722,"values":809},"target",[12,12],{"id":811,"label":812,"values":813},"version","Game version",[12,12],{"id":815,"label":816,"values":817},"delivery","Distribution",[12,12],"What decides whether the game can avoid local compilation?",[820,823],{"id":821,"label":822},"covered","Covered by ASD",{"id":824,"label":825},"missing","Outside the delivered database",{},{"id":828,"data":829,"type":571,"tunes":831},"e941fa79d5",{"text":830,"level":46},"What Microsoft's 90% and 95% numbers actually mean",{},{"id":833,"data":834,"type":543,"tunes":836},"0118140982",{"text":835},"Microsoft says Advanced Shader Delivery can reduce shader-related loading time by up to 90% in supported scenarios.",{},{"id":838,"data":839,"type":543,"tunes":841},"c3971ea047",{"text":840},"For Forza Horizon 6, Microsoft reported a specific internal example where loading dropped from almost 1.5 minutes to about 4 seconds on a Ryzen 7 5800 system with a Radeon RX 7600, which it described as roughly a 95% time saving.",{},{"id":843,"data":844,"type":543,"tunes":846},"7670e213a0",{"text":845},"Those figures should not be interpreted as a universal guarantee for every game, GPU or loading screen.",{},{"id":848,"data":849,"type":571,"tunes":851},"839c0e3988",{"text":850,"level":46},"The Shader-Stutter Diagnosis Test",{},{"id":853,"data":854,"type":648,"tunes":875},"5aa5bd206c",{"steps":855,"title":874,"orientation":647},[856,859,862,865,868,871],{"label":857,"description":858},"1. Repeat the same scene","If the hitch happens once and disappears on the second run, cache warm-up is a strong clue.",{"label":860,"description":861},"2. Compare after clearing or invalidating shader cache","A returning hitch can indicate shader compilation rather than a permanent performance bottleneck.",{"label":863,"description":864},"3. Check frame-time spikes","Shader stutter appears as long individual frames, not merely a lower stable average FPS.",{"label":866,"description":867},"4. Separate asset streaming from shader compilation","Both can produce traversal stutter, but they are different pipelines.",{"label":869,"description":870},"5. Check game and driver updates","A new update can invalidate or expand shader caches.",{"label":872,"description":873},"6. Look for ASD status","In supported Xbox PC app titles, the launch window can indicate that precompiled shaders were installed.","How to tell whether a hitch is really shader compilation",{},{"id":877,"data":878,"type":571,"tunes":880},"f769a5fe57",{"text":879,"level":46},"Shader stutter is not the same as asset-streaming stutter",{},{"id":882,"data":883,"type":543,"tunes":885},"a97fc94605",{"text":884},"Both problems can create a hitch when entering a new area, which makes them easy to confuse.",{},{"id":887,"data":888,"type":543,"tunes":890},"ad12701b27",{"text":889},"Shader compilation is about creating executable GPU programs. Asset streaming is about moving textures, geometry and other content into usable memory.",{},{"id":892,"data":893,"type":543,"tunes":895},"b94a2dd59f",{"text":894},"Advanced Shader Delivery targets the first problem. DirectStorage targets the second pipeline.",{},{"id":897,"data":898,"type":620,"tunes":903},"a9dfa4c70c",{"url":899,"title":900,"excerpt":901,"ctaLabel":902},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 Does Not Make Your SSD Decompress Games: What Zstd and GPU Decompression Actually Do","A separate look at the asset-loading path: SSD reads, DirectStorage scheduling and CPU\u002FGPU decompression.","Read the DirectStorage guide",{},{"id":905,"data":906,"type":571,"tunes":908},"4dd6f52499",{"text":907,"level":46},"Why the storefront matters",{},{"id":910,"data":911,"type":543,"tunes":913},"ce08ac7263",{"text":912},"Advanced Shader Delivery is not only a Direct3D API feature.",{},{"id":915,"data":916,"type":543,"tunes":918},"a0ab668bcb",{"text":917},"The system depends on a distribution service that knows which game version, GPU environment and compiled database belong together.",{},{"id":920,"data":921,"type":543,"tunes":923},"4eb480c656",{"text":922},"That is why Microsoft's current implementation is tied to Xbox PC app distribution rather than being something an individual player simply switches on globally.",{},{"id":925,"data":926,"type":571,"tunes":928},"b8693ba872",{"text":927,"level":46},"Why this is not just another shader cache",{},{"id":930,"data":931,"type":543,"tunes":933},"4af48bdc6c",{"text":932},"A normal local shader cache is built after your own machine has already paid the compilation cost.",{},{"id":935,"data":936,"type":543,"tunes":938},"8c45dac918",{"text":937},"Advanced Shader Delivery attempts to deliver that useful compiled state before the cost reaches your machine.",{},{"id":940,"data":941,"type":745,"tunes":967},"693e6f7d83",{"rows":942,"title":959,"layout":737,"columns":960},[943,947,951,955],{"id":944,"label":945,"values":946},"when","When compilation happens",[12,12],{"id":948,"label":949,"values":950},"cost","Who pays the initial compile cost",[12,12],{"id":952,"label":953,"values":954},"first-run","First-run behavior",[12,12],{"id":956,"label":957,"values":958},"stutter","JIT shader stutter",[12,12],"Local shader cache vs Advanced Shader Delivery",[961,964],{"id":962,"label":963},"local","Local shader cache",{"id":965,"label":966},"asd","Advanced Shader Delivery",{},{"id":969,"data":970,"type":571,"tunes":972},"76cff75952",{"text":971,"level":46},"What developers actually have to do",{},{"id":974,"data":975,"type":543,"tunes":977},"bfaa3db2d6",{"text":976},"The game still has to expose enough information for the platform to build a useful database.",{},{"id":979,"data":980,"type":543,"tunes":982},"ed2d5b8b93",{"text":981},"Microsoft's current workflow asks developers to collect or programmatically generate an SODB, test it by compiling a PSDB locally, and submit the SODB through the storefront pipeline.",{},{"id":984,"data":985,"type":543,"tunes":987},"186600f899",{"text":986},"Agility SDK 1.619 also introduced application identity and statistics APIs so developers can identify the title consistently and measure how effectively a PSDB is being used.",{},{"id":989,"data":990,"type":571,"tunes":992},"da7b0ce8b5",{"text":991,"level":46},"What hardware works today?",{},{"id":994,"data":995,"type":543,"tunes":997},"e2e43ce998",{"text":996},"Microsoft's June 2026 update lists Windows 11 version 24H2 or newer, the required Xbox Gaming Services version, AMD Radeon hardware based on RDNA 1 through RDNA 4, and AMD Adrenalin 26.6.1 or newer for the currently documented Xbox PC app path.",{},{"id":999,"data":1000,"type":543,"tunes":1002},"7c82f021e1",{"text":1001},"Microsoft has also said it is working with Intel and other hardware vendors, and that support will expand to more devices.",{},{"id":1004,"data":1005,"type":543,"tunes":1007},"9e9a02e41c",{"text":1006},"That means Advanced Shader Delivery should be treated as an expanding platform feature rather than a universal Windows capability on every GPU today.",{},{"id":1009,"data":1010,"type":571,"tunes":1012},"bd182f72b0",{"text":1011,"level":46},"Why this matters more than another FPS feature",{},{"id":1014,"data":1015,"type":543,"tunes":1017},"9decb9c1b9",{"text":1016},"Upscaling and frame generation improve the output of the rendering pipeline after the game is already running.",{},{"id":1019,"data":1020,"type":543,"tunes":1022},"64eec31a18",{"text":1021},"Advanced Shader Delivery attacks a different quality problem: a frame-time spike caused by preparing GPU programs at the wrong moment.",{},{"id":1024,"data":1025,"type":543,"tunes":1027},"a6a0db382e",{"text":1026},"That is why the benefit can be visible even when average FPS does not change at all.",{},{"id":1029,"data":1030,"type":571,"tunes":1032},"09bde21a8d",{"text":1031,"level":46},"What would change this answer?",{},{"id":1034,"data":1035,"type":543,"tunes":1037},"b0e7ca01a4",{"text":1036},"The biggest moving boundary is ecosystem support.",{},{"id":1039,"data":1040,"type":543,"tunes":1042},"537568c224",{"text":1041},"Microsoft is still expanding Advanced Shader Delivery across GPUs, storefront workflows and game-engine integrations. Hardware requirements and supported distribution paths can therefore change quickly.",{},{"id":1044,"data":1045,"type":543,"tunes":1047},"fe24516c11",{"text":1046},"A future implementation integrated broadly across major PC storefronts could make precompiled shader delivery much more transparent to players than it is today.",{},{"id":1049,"data":1050,"type":571,"tunes":1052},"0e31e2d54d",{"text":1051,"level":46},"Limitations",{},{"id":1054,"data":1055,"type":543,"tunes":1057},"a7881e11e1",{"text":1056},"This article describes Microsoft's documented Advanced Shader Delivery architecture and current Windows\u002FXbox PC app support as of September 2026.",{},{"id":1059,"data":1060,"type":543,"tunes":1062},"71ebc16fda",{"text":1061},"Microsoft's reported load-time savings are vendor measurements from specific supported scenarios. They should not be treated as universal performance guarantees.",{},{"id":1064,"data":1065,"type":571,"tunes":1067},"f7a38af5be",{"text":1066,"level":46},"Conclusion",{},{"id":1069,"data":1070,"type":543,"tunes":1072},"f1308f3e80",{"text":1071},"Advanced Shader Delivery solves a simple problem with a platform-level answer.",{},{"id":1074,"data":1075,"type":543,"tunes":1077},"b102a861bb",{"text":1076},"A PC game needs GPU-specific compiled shaders. Building them on the player's machine can cause long first launches and just-in-time stutter. ASD captures what the game needs, compiles it ahead of time for the target environment and delivers the result through the storefront.",{},{"id":1079,"data":1080,"type":543,"tunes":1082},"da805fabf0",{"text":1081},"The shader still exists. The compilation still happens. The important change is that it happens before the player needs it.",{},{"id":1084,"data":1085,"type":571,"tunes":1087},"0354b8daaf",{"text":1086,"level":46},"FAQ",{},{"id":1089,"data":1090,"type":1117,"tunes":1118},"e75bc04532",{"items":1091,"title":1116},[1092,1096,1100,1104,1108,1112],{"id":1093,"answer":1094,"question":1095},"faq1","A Windows 11 Direct3D 12 technology that precompiles shaders ahead of time and delivers them with the game instead of compiling everything on the player's PC.","What is Advanced Shader Delivery?",{"id":1097,"answer":1098,"question":1099},"faq2","A State Object Database describing the shader states a game may need so they can be compiled ahead of delivery.","What is an SODB?",{"id":1101,"answer":1102,"question":1103},"faq3","A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1105,"answer":1106,"question":1107},"faq4","Not automatically. Missing shader states, unsupported environments or new game content can still require local compilation.","Does ASD eliminate all shader stutter?",{"id":1109,"answer":1110,"question":1111},"faq5","No. A local cache is created after your PC compiles shaders. 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Use this simple method to pick the clean middle setting that reduces blur without ghosting artifacts.","2026-02-21T03:30:00.000Z",{"id":1654,"slug":1655,"title":1656,"excerpt":1657,"featuredImage":1658,"publishedAt":1659},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","Seeing 7.8 GB used on an 8 GB graphics card can look like proof that a game has run out of VRAM. It is not that simple. This guide explains VRAM capacity, residency budgets, working sets, shared memory and how to tell whether memory pressure is actually causing stutter.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z",{"id":1661,"slug":1662,"title":1663,"excerpt":1664,"featuredImage":1665,"publishedAt":1666},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR Is Not DLSS: How NPU Upscaling Works Without Game Integration","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":1668,"slug":1669,"title":1670,"excerpt":1671,"featuredImage":13,"publishedAt":1672},"176","shader-cache-basics-reduce-first-run-hitches-without-fake-tweaks","Shader Cache Basics: Reduce First-Run Hitches Without Fake Tweaks","Many first-run stutters are shader compilation. Learn what shader cache is, how to identify shader stutter, and what helps without placebo settings.","2026-02-20T15:00:00.000Z","fallback",[],[]]