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Microsoft Advanced Shader Delivery ändert, wo diese Kompilierung stattfindet: Statt auf den PC des Spielers zu warten, kann die Arbeit im Voraus erledigt werden, und die kompilierten Shader-Daten können mit dem Spiel geliefert werden.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Advanced Shader Delivery lässt Shader nicht verschwinden.\u003C\u002Fstrong> Es verlagert einen Großteil der Kompilierungsarbeit weg vom PC des Spielers. Ein Spiel liefert Shader-Statusinformationen, die Plattform erstellt hardwarespezifische vorkompilierte Shader-Datenbanken, und der Store liefert die richtigen kompilierten Daten an den Spieler.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Aktueller Status im Jahr 2026\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery ist über die Xbox-PC-App für unterstützte Windows-11-Systeme verfügbar und hat derzeit dokumentierte AMD-RDNA-Unterstützung. Microsoft sagt, dass die breitere Hardware-Unterstützung noch erweitert wird.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Warum PC-Spiele Shader überhaupt kompilieren\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">Woher Shader-Ruckler kommen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Der normale Shader-Kompilierungspfad\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Was Advanced Shader Delivery ändert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">Die SODB → PSDB-Pipeline\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Warum das auf dem PC schwieriger ist als auf der Konsole\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-27\" class=\"editorjs-toc__link\">Warum ein Treiber-Update wichtig sein kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Bedeutet das, dass Shader-Kompilierungsbildschirme verschwinden?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Die Shader-Verfügbarkeitsgrenze\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Was Microsofts 90%- und 95%-Zahlen tatsächlich bedeuten\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Der Shader-Stutter-Diagnosetest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Shader-Stutter ist nicht dasselbe wie Asset-Streaming-Stutter\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Warum der Storefront wichtig ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Warum dies nicht nur ein weiterer Shader-Cache ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Was Entwickler tatsächlich tun müssen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Welche Hardware funktioniert heute?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Warum das mehr zählt als eine weitere FPS-Funktion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-80\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Warum PC-Spiele Shader überhaupt kompilieren\u003C\u002Fh2>\n\u003Cp>Ein Shader ist ein kleines GPU-Programm, das für Rendering-Aufgaben wie Beleuchtung, Materialien, Schatten, Nachbearbeitung und andere Grafikarbeiten verwendet wird.\u003C\u002Fp>\n\u003Cp>Das Spiel liefert Shader-Code normalerweise in einer Zwischenform aus. Bevor die GPU ihn effizient ausführen kann, kompiliert der Grafiktreiber diesen Code in eine hardwarespezifische Form.\u003C\u002Fp>\n\u003Cp>Auf einer Konsole sind die Zielhardware und die Treiberumgebung viel vorhersehbarer. Auf einem Windows-PC kann das Spiel auf vielen GPU-Modellen, Treiberversionen und Systemkonfigurationen laufen.\u003C\u002Fp>\n\u003Cp>Diese Hardware-Matrix ist der Grund, warum die PC-Shader-Kompilierung schwieriger vollständig im Voraus vorzubereiten ist.\u003C\u002Fp>\n\u003Ch2 id=\"section-10\">Woher Shader-Ruckler kommen\u003C\u002Fh2>\n\u003Cp>Wenn das Spiel auf einen Shader trifft, der noch nicht kompiliert wurde, muss der Treiber ihn möglicherweise kompilieren, während das Spiel läuft.\u003C\u002Fp>\n\u003Cp>Diese Arbeit kann die normale Frame-Pipeline unterbrechen. Das Ergebnis kann ein kurzer Hänger sein, selbst wenn die durchschnittlichen FPS hoch sind.\u003C\u002Fp>\n\u003Cp>Sobald der kompilierte Shader zwischengespeichert wurde, tritt derselbe Hänger möglicherweise nicht erneut auf, bis der Cache ungültig wird oder neue Shader-Kombinationen benötigt werden.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Warum sich 120 FPS immer noch schlecht anfühlen können: Frame-Zeit, 1%-Lows und Ruckler erklärt\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Warum durchschnittliche FPS gesund aussehen können, während einige lange Frames das Spiel ungleichmäßig wirken lassen.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lies den Frame-Zeit-Leitfaden →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">Der normale Shader-Kompilierungspfad\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ohne Advanced Shader Delivery\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Das Spiel liefert Shader-Quellcode oder Zwischendaten\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das Paket enthält, was der Treiber benötigt, um GPU-spezifische Programme zu erstellen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Der Spieler startet das Spiel\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das System hat noch nicht jede kompilierte Shader-Variante im Cache.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Der Treiber kompiliert Shader lokal\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die Kompilierung erfolgt beim Start, während eines speziellen Vorcompilierungsbildschirms oder just in time während des Spielens.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Kompilierte Shader werden zwischengespeichert\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Zukünftige Läufe können die Ergebnisse wiederverwenden, solange der Cache gültig bleibt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Treiber- oder Spieländerungen können den Cache ungültig machen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das System muss nach relevanten Updates möglicherweise erneut kompilieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-17\">Was Advanced Shader Delivery ändert\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery verlagert den teuren Kompilierungsschritt in eine Vertriebspipeline.\u003C\u002Fp>\n\u003Cp>Das Spiel liefert eine standardisierte Beschreibung der Shader-Statusobjekte, die es benötigen kann. Microsoft nennt diese Sammlung eine State Object Database oder SODB.\u003C\u002Fp>\n\u003Cp>Die Plattform kombiniert diese Spieldaten mit einem separaten Shader-Compiler für die relevante Hardware- und Treiberumgebung, um eine Precompiled Shader Database oder PSDB zu erzeugen.\u003C\u002Fp>\n\u003Cp>Die PSDB kann dann über den Store zusammen mit dem Spiel verteilt werden.\u003C\u002Fp>\n\u003Ch2 id=\"section-22\">Die SODB → PSDB-Pipeline\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wie Advanced Shader Delivery funktioniert\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Das Spiel erstellt eine SODB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Der Entwickler sammelt die Statusobjekt-Informationen, die zur Beschreibung der Shader des Spiels benötigt werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Die SODB wird mit dem Spiel eingereicht\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die Shader-Statusdatenbank wird Teil des Verteilungs-Workflows.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Hardwarespezifische Kompilierung erfolgt im Voraus\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Der Shader-Compiler erzeugt die korrekte kompilierte Form für eine unterstützte GPU- und Treiberumgebung.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Eine PSDB wird erzeugt\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die Precompiled Shader Database enthält kompilierte Shader-Daten für diese Zielumgebung.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Der Store liefert die PSDB aus\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die kompilierte Shader-Datenbank kommt mit oder neben dem Spiel-Download an.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Windows registriert die kompilierten Shader\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn das Spiel startet, können viele Shader bereits vorhanden sein, anstatt lokal kompiliert zu werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das einfachste mentale Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SODB = was das Spiel benötigen könnte.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = wandelt es in hardwarespezifische GPU-Programme um.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = das kompilierte Ergebnis.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Store = liefert es, bevor du spielst.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Warum das auf dem PC schwieriger ist als auf der Konsole\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Konsolen- vs. PC-Shader-Vorbereitung\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Konsole\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Windows-PC\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Hardware-Ziel\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Treiberumgebung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Vorkompilierung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Cache-Stabilität\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-27\">Warum ein Treiber-Update wichtig sein kann\u003C\u002Fh2>\n\u003Cp>Kompilierte Shader sind nicht vollständig unabhängig vom Grafiktreiber.\u003C\u002Fp>\n\u003Cp>Ein Treiber-Update kann den Compiler ändern oder zuvor kompilierte Cache-Daten ungültig machen.\u003C\u002Fp>\n\u003Cp>Microsofts Advanced Shader Delivery-Architektur ist darauf ausgelegt, diese Umgebungsänderung zu erkennen und die vorkompilierten Shader-Daten zu aktualisieren, anstatt den Spieler alles manuell neu aufbauen zu lassen.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Bedeutet das, dass Shader-Kompilierungsbildschirme verschwinden?\u003C\u002Fh2>\n\u003Cp>Potenziell können viele von ihnen viel kürzer oder unnötig werden, aber Advanced Shader Delivery garantiert nicht, dass jede shader-bezogene Wartezeit verschwindet.\u003C\u002Fp>\n\u003Cp>Die Qualität der SODB ist wichtig. Wenn das Spiel es versäumt, Shader-Kombinationen zu beschreiben, die später benötigt werden, können diese fehlenden Fälle immer noch lokale Arbeit erfordern.\u003C\u002Fp>\n\u003Cp>Spiel-Updates können auch neue Shader-Zustände einführen, die neue vorkompilierte Daten benötigen.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Vorkompiliert bedeutet nicht vollständig\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery kann eine große Klasse von Laufzeit-Kompilierungsarbeit entfernen, aber nur für Shader-Zustände, die korrekt erfasst, kompiliert und verteilt wurden.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-36\">Die Shader-Verfügbarkeitsgrenze\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Was entscheidet darüber, ob das Spiel lokale Kompilierung vermeiden kann?\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Von ASD abgedeckt\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Außerhalb der bereitgestellten Datenbank\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Shader-Zustand\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Hardware-Ziel\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Spielversion\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Verteilung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-38\">Was Microsofts 90%- und 95%-Zahlen tatsächlich bedeuten\u003C\u002Fh2>\n\u003Cp>Microsoft sagt, dass Advanced Shader Delivery die shader-bezogene Ladezeit in unterstützten Szenarien um bis zu 90% reduzieren kann.\u003C\u002Fp>\n\u003Cp>Für Forza Horizon 6 berichtete Microsoft von einem konkreten internen Beispiel, bei dem die Ladezeit auf einem Ryzen 7 5800-System mit einer Radeon RX 7600 von fast 1,5 Minuten auf etwa 4 Sekunden sank, was als ungefähr 95% Zeitersparnis beschrieben wurde.\u003C\u002Fp>\n\u003Cp>Diese Zahlen sollten nicht als universelle Garantie für jedes Spiel, jede GPU oder jeden Ladebildschirm interpretiert werden.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Der Shader-Stutter-Diagnosetest\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wie man feststellt, ob ein Ruckler wirklich Shader-Kompilierung ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Wiederhole die gleiche Szene\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn der Ruckler einmal auftritt und beim zweiten Durchlauf verschwindet, ist Cache-Aufwärmen ein starker Hinweis.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Vergleiche nach Löschen oder Ungültigmachen des Shader-Caches\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ein wiederkehrender Ruckler kann auf Shader-Kompilierung hindeuten statt auf einen dauerhaften Leistungsengpass.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Prüfe Frame-Zeit-Spitzen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Shader-Stutter zeigt sich als lange einzelne Frames, nicht nur als niedrigere stabile durchschnittliche FPS.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Trenne Asset-Streaming von Shader-Kompilierung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Beide können Traversal-Stutter verursachen, aber es sind unterschiedliche Pipelines.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Prüfe Spiel- und Treiber-Updates\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ein neues Update kann Shader-Caches ungültig machen oder erweitern.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Suche nach ASD-Status\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">In unterstützten Xbox PC App-Titeln kann das Startfenster anzeigen, dass vorkompilierte Shader installiert wurden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Shader-Stutter ist nicht dasselbe wie Asset-Streaming-Stutter\u003C\u002Fh2>\n\u003Cp>Beide Probleme können beim Betreten eines neuen Bereichs einen Ruckler verursachen, was sie leicht verwechselbar macht.\u003C\u002Fp>\n\u003Cp>Shader-Kompilierung dreht sich um die Erstellung ausführbarer GPU-Programme. Asset-Streaming dreht sich um das Verschieben von Texturen, Geometrie und anderen Inhalten in nutzbaren Speicher.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery zielt auf das erste Problem. DirectStorage zielt auf die zweite Pipeline.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">DirectStorage 1.4 lässt Ihre SSD keine Spiele dekomprimieren: Was Zstd und GPU-Dekompression tatsächlich tun\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Ein separater Blick auf den Asset-Ladepfad: SSD-Lesevorgänge, DirectStorage-Planung und CPU\u002FGPU-Dekompression.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lesen Sie den DirectStorage-Leitfaden →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-49\">Warum der Storefront wichtig ist\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery ist nicht nur eine Direct3D-API-Funktion.\u003C\u002Fp>\n\u003Cp>Das System hängt von einem Verteilungsdienst ab, der weiß, welche Spielversion, GPU-Umgebung und kompilierte Datenbank zusammengehören.\u003C\u002Fp>\n\u003Cp>Deshalb ist Microsofts aktuelle Implementierung an die Xbox PC App-Verteilung gebunden, statt etwas, das ein einzelner Spieler einfach global einschaltet.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Warum dies nicht nur ein weiterer Shader-Cache ist\u003C\u002Fh2>\n\u003Cp>Ein normaler lokaler Shader-Cache wird aufgebaut, nachdem Ihre eigene Maschine die Kompilierungskosten bereits bezahlt hat.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery versucht, diesen nützlichen kompilierten Zustand bereitzustellen, bevor die Kosten Ihren Rechner erreichen.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Lokaler Shader-Cache vs. Advanced Shader Delivery\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Lokaler Shader-Cache\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Advanced Shader Delivery\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Wann die Kompilierung stattfindet\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Wer die anfänglichen Kompilierungskosten trägt\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Verhalten beim ersten Start\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">JIT-Shader-Ruckeln\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-57\">Was Entwickler tatsächlich tun müssen\u003C\u002Fh2>\n\u003Cp>Das Spiel muss weiterhin genügend Informationen bereitstellen, damit die Plattform eine nützliche Datenbank aufbauen kann.\u003C\u002Fp>\n\u003Cp>Der aktuelle Workflow von Microsoft verlangt von Entwicklern, eine SODB zu sammeln oder programmatisch zu generieren, sie durch lokales Kompilieren einer PSDB zu testen und die SODB über die Storefront-Pipeline einzureichen.\u003C\u002Fp>\n\u003Cp>Das Agility SDK 1.619 führte außerdem Anwendungsidentitäts- und Statistik-APIs ein, damit Entwickler den Titel konsistent identifizieren und messen können, wie effektiv eine PSDB genutzt wird.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Welche Hardware funktioniert heute?\u003C\u002Fh2>\n\u003Cp>Das Update von Microsoft vom Juni 2026 listet Windows 11 Version 24H2 oder neuer, die erforderliche Xbox Gaming Services-Version, AMD Radeon-Hardware auf Basis von RDNA 1 bis RDNA 4 und AMD Adrenalin 26.6.1 oder neuer für den derzeit dokumentierten Xbox PC-App-Pfad auf.\u003C\u002Fp>\n\u003Cp>Microsoft hat außerdem erklärt, dass es mit Intel und anderen Hardwareherstellern zusammenarbeitet und dass die Unterstützung auf weitere Geräte ausgeweitet wird.\u003C\u002Fp>\n\u003Cp>Das bedeutet, dass Advanced Shader Delivery als eine sich erweiternde Plattformfunktion betrachtet werden sollte und nicht als eine universelle Windows-Fähigkeit auf jeder GPU heute.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Warum das mehr zählt als eine weitere FPS-Funktion\u003C\u002Fh2>\n\u003Cp>Upscaling und Frame-Generierung verbessern die Ausgabe der Rendering-Pipeline, nachdem das Spiel bereits läuft.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery bekämpft ein anderes Qualitätsproblem: einen Frame-Zeit-Spike, der durch die Vorbereitung von GPU-Programmen zum falschen Zeitpunkt verursacht wird.\u003C\u002Fp>\n\u003Cp>Deshalb kann der Nutzen sichtbar sein, selbst wenn sich die durchschnittlichen FPS überhaupt nicht ändern.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Die größte sich bewegende Grenze ist die Ökosystem-Unterstützung.\u003C\u002Fp>\n\u003Cp>Microsoft erweitert Advanced Shader Delivery noch über GPUs, Storefront-Workflows und Game-Engine-Integrationen. Daher können sich Hardwareanforderungen und unterstützte Vertriebswege schnell ändern.\u003C\u002Fp>\n\u003Cp>Eine zukünftige Implementierung, die breit über wichtige PC-Storefronts integriert ist, könnte die Bereitstellung vorkompilierter Shader für Spieler viel transparenter machen als heute.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel beschreibt Microsofts dokumentierte Advanced Shader Delivery-Architektur und die aktuelle Windows\u002FXbox-PC-App-Unterstützung mit Stand September 2026.\u003C\u002Fp>\n\u003Cp>Die von Microsoft gemeldeten Ladezeit-Einsparungen sind Herstellermessungen aus bestimmten unterstützten Szenarien. Sie sollten nicht als allgemeine Leistungsgarantien betrachtet werden.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Fazit\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery löst ein einfaches Problem mit einer Antwort auf Plattformebene.\u003C\u002Fp>\n\u003Cp>Ein PC-Spiel benötigt GPU-spezifisch kompilierte Shader. Wenn sie auf dem Rechner des Spielers erstellt werden, kann dies zu langen ersten Starts und Just-in-Time-Rucklern führen. ASD erfasst, was das Spiel benötigt, kompiliert es im Voraus für die Zielumgebung und liefert das Ergebnis über den Storefront aus.\u003C\u002Fp>\n\u003Cp>Der Shader existiert weiterhin. Die Kompilierung findet weiterhin statt. Die wichtige Änderung ist, dass sie stattfindet, bevor der Spieler sie benötigt.\u003C\u002Fp>\n\u003Ch2 id=\"section-80\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Advanced Shader Delivery in einfachen Worten\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist Advanced Shader Delivery?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Eine Windows 11 Direct3D 12-Technologie, die Shader im Voraus vorkompiliert und sie mit dem Spiel ausliefert, anstatt alles auf dem PC des Spielers zu kompilieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist ein SODB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Eine State Object Database, die die Shader-Zustände beschreibt, die ein Spiel möglicherweise benötigt, damit sie vor der Auslieferung kompiliert werden können.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist ein PSDB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Eine Precompiled Shader Database, die Shader-Programme enthält, die bereits für eine Zielhardware- und Treiberumgebung kompiliert wurden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Beseitigt ASD alle Shader-Ruckler?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nicht automatisch. Fehlende Shader-Zustände, nicht unterstützte Umgebungen oder neue Spielinhalte können weiterhin eine lokale Kompilierung erfordern.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist ASD dasselbe wie ein lokaler Shader-Cache?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Ein lokaler Cache wird erstellt, nachdem Ihr PC Shader kompiliert hat. ASD versucht, kompilierte Shader-Daten auszuliefern, bevor Sie das Spiel ausführen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Erhöht Advanced Shader Delivery die FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sein Hauptzweck ist eine schnellere Shader-Vorbereitung und weniger kompilierungsbedingte Frame-Zeit-Spitzen, nicht höhere konstante FPS.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-82\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige Begriffe zur Shader-Auslieferung\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"shader\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein GPU-Programm, das für Grafik- oder Compute-Aufgaben wie Beleuchtung, Materialien und Nachbearbeitung verwendet wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shader-compilation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader-Kompilierung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die Umwandlung von Shader-Code in eine GPU-spezifische ausführbare Form, die der Treiber und die Hardware ausführen können.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"sodb\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">SODB\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">State Object Database, die Shader-Zustandsinformationen enthält, die von einem Spiel gesammelt oder für ein Spiel generiert wurden.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"psdb\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">PSDB\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Precompiled Shader Database, die Shader-Daten enthält, die im Voraus für eine Zielumgebung kompiliert wurden.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"jit-compilation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">JIT-Kompilierung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Just-in-Time-Kompilierung, die durchgeführt wird, wenn ein Shader während des Starts oder des Spiels zum ersten Mal benötigt wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shader-availability-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader Availability Boundary\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Modell, das beschreibt, wann ein Shader aus gelieferten vorkompilierten Daten bereitgestellt werden kann und wann noch eine lokale Kompilierung erforderlich ist.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shader-stutter-diagnosis-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader-Stutter Diagnosis Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Workflow zur Unterscheidung von Shader-Kompilierungs-Hiccups von anderen Ursachen für Frame-Zeit-Spitzen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fadvanced-shader-delivery\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Advanced Shader Delivery\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Windows-Dokumentation, die den SODB-zu-PSDB-Workflow, die Vorteile und das aktuelle Plattformmodell behandelt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Introducing Advanced Shader Delivery\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Architekturerklärung, die lokale Shader-Kompilierung, SODB, PSDB und Storefront-Verteilung behandelt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Advanced Shader Delivery at GDC 2026\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Entwickler-Update 2026, das SODB-Integration, Anwendungsidentität, Statistiken und den Xbox Partner Center-Workflow behandelt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-expands-public-preview-with-amd\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Advanced Shader Delivery expands with AMD\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Verfügbarkeits-Update 2026, das Windows 11, AMD RDNA-Unterstützung, Xbox-PC-App-Verteilung und Forza Horizon 6-Messungen behandelt.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1202},1790406643354,[540,546,554,561,568,574,579,584,589,594,599,604,609,614,623,628,651,656,661,666,671,676,681,705,712,717,748,753,758,763,768,773,778,783,788,795,800,828,833,838,843,848,853,877,882,887,892,897,905,910,915,920,925,930,935,940,969,974,979,984,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1044,1049,1054,1059,1064,1069,1074,1079,1084,1089,1120,1125,1160,1165,1175,1184,1193],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"PC-Shader-Ruckler entstehen, weil ein Spiel einen Shader oft erst dann verwenden kann, wenn dieser Shader für die exakte GPU- und Treiberumgebung kompiliert wurde, auf der das Spiel läuft. Microsoft Advanced Shader Delivery ändert, wo diese Kompilierung stattfindet: Statt auf den PC des Spielers zu warten, kann die Arbeit im Voraus erledigt werden, und die kompilierten Shader-Daten können mit dem Spiel geliefert werden.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"24a1733ca8",{"body":549,"title":550,"variant":551},"\u003Cstrong>Advanced Shader Delivery lässt Shader nicht verschwinden.\u003C\u002Fstrong> Es verlagert einen Großteil der Kompilierungsarbeit weg vom PC des Spielers. Ein Spiel liefert Shader-Statusinformationen, die Plattform erstellt hardwarespezifische vorkompilierte Shader-Datenbanken, und der Store liefert die richtigen kompilierten Daten an den Spieler.","Direkte Antwort","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a3661d84",{"body":557,"title":558,"variant":559},"Advanced Shader Delivery ist über die Xbox-PC-App für unterstützte Windows-11-Systeme verfügbar und hat derzeit dokumentierte AMD-RDNA-Unterstützung. Microsoft sagt, dass die breitere Hardware-Unterstützung noch erweitert wird.","Aktueller Status im Jahr 2026","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Inhalt",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"629087889e",{"text":571,"level":47},"Warum PC-Spiele Shader überhaupt kompilieren","header",{},{"id":575,"data":576,"type":544,"tunes":578},"598e794c99",{"text":577},"Ein Shader ist ein kleines GPU-Programm, das für Rendering-Aufgaben wie Beleuchtung, Materialien, Schatten, Nachbearbeitung und andere Grafikarbeiten verwendet wird.",{},{"id":580,"data":581,"type":544,"tunes":583},"72d7b4a8a7",{"text":582},"Das Spiel liefert Shader-Code normalerweise in einer Zwischenform aus. Bevor die GPU ihn effizient ausführen kann, kompiliert der Grafiktreiber diesen Code in eine hardwarespezifische Form.",{},{"id":585,"data":586,"type":544,"tunes":588},"dc6d594d0a",{"text":587},"Auf einer Konsole sind die Zielhardware und die Treiberumgebung viel vorhersehbarer. Auf einem Windows-PC kann das Spiel auf vielen GPU-Modellen, Treiberversionen und Systemkonfigurationen laufen.",{},{"id":590,"data":591,"type":544,"tunes":593},"66bff5badb",{"text":592},"Diese Hardware-Matrix ist der Grund, warum die PC-Shader-Kompilierung schwieriger vollständig im Voraus vorzubereiten ist.",{},{"id":595,"data":596,"type":572,"tunes":598},"9d6edb14c9",{"text":597,"level":47},"Woher Shader-Ruckler kommen",{},{"id":600,"data":601,"type":544,"tunes":603},"ed90f5091b",{"text":602},"Wenn das Spiel auf einen Shader trifft, der noch nicht kompiliert wurde, muss der Treiber ihn möglicherweise kompilieren, während das Spiel läuft.",{},{"id":605,"data":606,"type":544,"tunes":608},"7551ab324d",{"text":607},"Diese Arbeit kann die normale Frame-Pipeline unterbrechen. Das Ergebnis kann ein kurzer Hänger sein, selbst wenn die durchschnittlichen FPS hoch sind.",{},{"id":610,"data":611,"type":544,"tunes":613},"a75fc2b3d4",{"text":612},"Sobald der kompilierte Shader zwischengespeichert wurde, tritt derselbe Hänger möglicherweise nicht erneut auf, bis der Cache ungültig wird oder neue Shader-Kombinationen benötigt werden.",{},{"id":615,"data":616,"type":621,"tunes":622},"6aed79503f",{"url":617,"title":618,"excerpt":619,"ctaLabel":620},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Warum sich 120 FPS immer noch schlecht anfühlen können: Frame-Zeit, 1%-Lows und Ruckler erklärt","Warum durchschnittliche FPS gesund aussehen können, während einige lange Frames das Spiel ungleichmäßig wirken lassen.","Lies den Frame-Zeit-Leitfaden","referralArticle",{},{"id":624,"data":625,"type":572,"tunes":627},"6417a8a29e",{"text":626,"level":47},"Der normale Shader-Kompilierungspfad",{},{"id":629,"data":630,"type":649,"tunes":650},"a28d732096",{"steps":631,"title":647,"orientation":648},[632,635,638,641,644],{"label":633,"description":634},"1. Das Spiel liefert Shader-Quellcode oder Zwischendaten","Das Paket enthält, was der Treiber benötigt, um GPU-spezifische Programme zu erstellen.",{"label":636,"description":637},"2. Der Spieler startet das Spiel","Das System hat noch nicht jede kompilierte Shader-Variante im Cache.",{"label":639,"description":640},"3. Der Treiber kompiliert Shader lokal","Die Kompilierung erfolgt beim Start, während eines speziellen Vorcompilierungsbildschirms oder just in time während des Spielens.",{"label":642,"description":643},"4. Kompilierte Shader werden zwischengespeichert","Zukünftige Läufe können die Ergebnisse wiederverwenden, solange der Cache gültig bleibt.",{"label":645,"description":646},"5. Treiber- oder Spieländerungen können den Cache ungültig machen","Das System muss nach relevanten Updates möglicherweise erneut kompilieren.","Ohne Advanced Shader Delivery","auto","processFlow",{},{"id":652,"data":653,"type":572,"tunes":655},"873418b9cd",{"text":654,"level":47},"Was Advanced Shader Delivery ändert",{},{"id":657,"data":658,"type":544,"tunes":660},"2d58ee74cb",{"text":659},"Advanced Shader Delivery verlagert den teuren Kompilierungsschritt in eine Vertriebspipeline.",{},{"id":662,"data":663,"type":544,"tunes":665},"265d255da5",{"text":664},"Das Spiel liefert eine standardisierte Beschreibung der Shader-Statusobjekte, die es benötigen kann. Microsoft nennt diese Sammlung eine State Object Database oder SODB.",{},{"id":667,"data":668,"type":544,"tunes":670},"816925a31d",{"text":669},"Die Plattform kombiniert diese Spieldaten mit einem separaten Shader-Compiler für die relevante Hardware- und Treiberumgebung, um eine Precompiled Shader Database oder PSDB zu erzeugen.",{},{"id":672,"data":673,"type":544,"tunes":675},"0f09842033",{"text":674},"Die PSDB kann dann über den Store zusammen mit dem Spiel verteilt werden.",{},{"id":677,"data":678,"type":572,"tunes":680},"9ce7e91c28",{"text":679,"level":47},"Die SODB → PSDB-Pipeline",{},{"id":682,"data":683,"type":649,"tunes":704},"bba52a816e",{"steps":684,"title":703,"orientation":648},[685,688,691,694,697,700],{"label":686,"description":687},"1. Das Spiel erstellt eine SODB","Der Entwickler sammelt die Statusobjekt-Informationen, die zur Beschreibung der Shader des Spiels benötigt werden.",{"label":689,"description":690},"2. Die SODB wird mit dem Spiel eingereicht","Die Shader-Statusdatenbank wird Teil des Verteilungs-Workflows.",{"label":692,"description":693},"3. Hardwarespezifische Kompilierung erfolgt im Voraus","Der Shader-Compiler erzeugt die korrekte kompilierte Form für eine unterstützte GPU- und Treiberumgebung.",{"label":695,"description":696},"4. Eine PSDB wird erzeugt","Die Precompiled Shader Database enthält kompilierte Shader-Daten für diese Zielumgebung.",{"label":698,"description":699},"5. Der Store liefert die PSDB aus","Die kompilierte Shader-Datenbank kommt mit oder neben dem Spiel-Download an.",{"label":701,"description":702},"6. Windows registriert die kompilierten Shader","Wenn das Spiel startet, können viele Shader bereits vorhanden sein, anstatt lokal kompiliert zu werden.","Wie Advanced Shader Delivery funktioniert",{},{"id":706,"data":707,"type":552,"tunes":711},"1fcbe512dc",{"body":708,"title":709,"variant":710},"\u003Cstrong>SODB = was das Spiel benötigen könnte.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = wandelt es in hardwarespezifische GPU-Programme um.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = das kompilierte Ergebnis.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Store = liefert es, bevor du spielst.\u003C\u002Fstrong>","Das einfachste mentale Modell","success",{},{"id":713,"data":714,"type":572,"tunes":716},"ac158345e6",{"text":715,"level":47},"Warum das auf dem PC schwieriger ist als auf der Konsole",{},{"id":718,"data":719,"type":746,"tunes":747},"77f75d14dd",{"rows":720,"title":737,"layout":738,"columns":739},[721,725,729,733],{"id":722,"label":723,"values":724},"hardware","Hardware-Ziel",[13,13],{"id":726,"label":727,"values":728},"driver","Treiberumgebung",[13,13],{"id":730,"label":731,"values":732},"compile","Vorkompilierung",[13,13],{"id":734,"label":735,"values":736},"cache","Cache-Stabilität",[13,13],"Konsolen- vs. PC-Shader-Vorbereitung","table",[740,743],{"id":741,"label":742},"console","Konsole",{"id":744,"label":745},"pc","Windows-PC","comparison",{},{"id":749,"data":750,"type":572,"tunes":752},"284835a743",{"text":751,"level":47},"Warum ein Treiber-Update wichtig sein kann",{},{"id":754,"data":755,"type":544,"tunes":757},"348a23401d",{"text":756},"Kompilierte Shader sind nicht vollständig unabhängig vom Grafiktreiber.",{},{"id":759,"data":760,"type":544,"tunes":762},"7c4efce81d",{"text":761},"Ein Treiber-Update kann den Compiler ändern oder zuvor kompilierte Cache-Daten ungültig machen.",{},{"id":764,"data":765,"type":544,"tunes":767},"fb009b6277",{"text":766},"Microsofts Advanced Shader Delivery-Architektur ist darauf ausgelegt, diese Umgebungsänderung zu erkennen und die vorkompilierten Shader-Daten zu aktualisieren, anstatt den Spieler alles manuell neu aufbauen zu lassen.",{},{"id":769,"data":770,"type":572,"tunes":772},"428a0ec70d",{"text":771,"level":47},"Bedeutet das, dass Shader-Kompilierungsbildschirme verschwinden?",{},{"id":774,"data":775,"type":544,"tunes":777},"4aa0142d15",{"text":776},"Potenziell können viele von ihnen viel kürzer oder unnötig werden, aber Advanced Shader Delivery garantiert nicht, dass jede shader-bezogene Wartezeit verschwindet.",{},{"id":779,"data":780,"type":544,"tunes":782},"90741fcfd5",{"text":781},"Die Qualität der SODB ist wichtig. Wenn das Spiel es versäumt, Shader-Kombinationen zu beschreiben, die später benötigt werden, können diese fehlenden Fälle immer noch lokale Arbeit erfordern.",{},{"id":784,"data":785,"type":544,"tunes":787},"c5a2b190ed",{"text":786},"Spiel-Updates können auch neue Shader-Zustände einführen, die neue vorkompilierte Daten benötigen.",{},{"id":789,"data":790,"type":552,"tunes":794},"89507e115a",{"body":791,"title":792,"variant":793},"Advanced Shader Delivery kann eine große Klasse von Laufzeit-Kompilierungsarbeit entfernen, aber nur für Shader-Zustände, die korrekt erfasst, kompiliert und verteilt wurden.","Vorkompiliert bedeutet nicht vollständig","warning",{},{"id":796,"data":797,"type":572,"tunes":799},"8bbaf279d1",{"text":798,"level":47},"Die Shader-Verfügbarkeitsgrenze",{},{"id":801,"data":802,"type":746,"tunes":827},"931b012b46",{"rows":803,"title":819,"layout":738,"columns":820},[804,808,811,815],{"id":805,"label":806,"values":807},"state","Shader-Zustand",[13,13],{"id":809,"label":723,"values":810},"target",[13,13],{"id":812,"label":813,"values":814},"version","Spielversion",[13,13],{"id":816,"label":817,"values":818},"delivery","Verteilung",[13,13],"Was entscheidet darüber, ob das Spiel lokale Kompilierung vermeiden kann?",[821,824],{"id":822,"label":823},"covered","Von ASD abgedeckt",{"id":825,"label":826},"missing","Außerhalb der bereitgestellten Datenbank",{},{"id":829,"data":830,"type":572,"tunes":832},"e941fa79d5",{"text":831,"level":47},"Was Microsofts 90%- und 95%-Zahlen tatsächlich bedeuten",{},{"id":834,"data":835,"type":544,"tunes":837},"0118140982",{"text":836},"Microsoft sagt, dass Advanced Shader Delivery die shader-bezogene Ladezeit in unterstützten Szenarien um bis zu 90% reduzieren kann.",{},{"id":839,"data":840,"type":544,"tunes":842},"c3971ea047",{"text":841},"Für Forza Horizon 6 berichtete Microsoft von einem konkreten internen Beispiel, bei dem die Ladezeit auf einem Ryzen 7 5800-System mit einer Radeon RX 7600 von fast 1,5 Minuten auf etwa 4 Sekunden sank, was als ungefähr 95% Zeitersparnis beschrieben wurde.",{},{"id":844,"data":845,"type":544,"tunes":847},"7670e213a0",{"text":846},"Diese Zahlen sollten nicht als universelle Garantie für jedes Spiel, jede GPU oder jeden Ladebildschirm interpretiert werden.",{},{"id":849,"data":850,"type":572,"tunes":852},"839c0e3988",{"text":851,"level":47},"Der Shader-Stutter-Diagnosetest",{},{"id":854,"data":855,"type":649,"tunes":876},"5aa5bd206c",{"steps":856,"title":875,"orientation":648},[857,860,863,866,869,872],{"label":858,"description":859},"1. Wiederhole die gleiche Szene","Wenn der Ruckler einmal auftritt und beim zweiten Durchlauf verschwindet, ist Cache-Aufwärmen ein starker Hinweis.",{"label":861,"description":862},"2. Vergleiche nach Löschen oder Ungültigmachen des Shader-Caches","Ein wiederkehrender Ruckler kann auf Shader-Kompilierung hindeuten statt auf einen dauerhaften Leistungsengpass.",{"label":864,"description":865},"3. Prüfe Frame-Zeit-Spitzen","Shader-Stutter zeigt sich als lange einzelne Frames, nicht nur als niedrigere stabile durchschnittliche FPS.",{"label":867,"description":868},"4. Trenne Asset-Streaming von Shader-Kompilierung","Beide können Traversal-Stutter verursachen, aber es sind unterschiedliche Pipelines.",{"label":870,"description":871},"5. Prüfe Spiel- und Treiber-Updates","Ein neues Update kann Shader-Caches ungültig machen oder erweitern.",{"label":873,"description":874},"6. Suche nach ASD-Status","In unterstützten Xbox PC App-Titeln kann das Startfenster anzeigen, dass vorkompilierte Shader installiert wurden.","Wie man feststellt, ob ein Ruckler wirklich Shader-Kompilierung ist",{},{"id":878,"data":879,"type":572,"tunes":881},"f769a5fe57",{"text":880,"level":47},"Shader-Stutter ist nicht dasselbe wie Asset-Streaming-Stutter",{},{"id":883,"data":884,"type":544,"tunes":886},"a97fc94605",{"text":885},"Beide Probleme können beim Betreten eines neuen Bereichs einen Ruckler verursachen, was sie leicht verwechselbar macht.",{},{"id":888,"data":889,"type":544,"tunes":891},"ad12701b27",{"text":890},"Shader-Kompilierung dreht sich um die Erstellung ausführbarer GPU-Programme. Asset-Streaming dreht sich um das Verschieben von Texturen, Geometrie und anderen Inhalten in nutzbaren Speicher.",{},{"id":893,"data":894,"type":544,"tunes":896},"b94a2dd59f",{"text":895},"Advanced Shader Delivery zielt auf das erste Problem. DirectStorage zielt auf die zweite Pipeline.",{},{"id":898,"data":899,"type":621,"tunes":904},"a9dfa4c70c",{"url":900,"title":901,"excerpt":902,"ctaLabel":903},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 lässt Ihre SSD keine Spiele dekomprimieren: Was Zstd und GPU-Dekompression tatsächlich tun","Ein separater Blick auf den Asset-Ladepfad: SSD-Lesevorgänge, DirectStorage-Planung und CPU\u002FGPU-Dekompression.","Lesen Sie den DirectStorage-Leitfaden",{},{"id":906,"data":907,"type":572,"tunes":909},"4dd6f52499",{"text":908,"level":47},"Warum der Storefront wichtig ist",{},{"id":911,"data":912,"type":544,"tunes":914},"ce08ac7263",{"text":913},"Advanced Shader Delivery ist nicht nur eine Direct3D-API-Funktion.",{},{"id":916,"data":917,"type":544,"tunes":919},"a0ab668bcb",{"text":918},"Das System hängt von einem Verteilungsdienst ab, der weiß, welche Spielversion, GPU-Umgebung und kompilierte Datenbank zusammengehören.",{},{"id":921,"data":922,"type":544,"tunes":924},"4eb480c656",{"text":923},"Deshalb ist Microsofts aktuelle Implementierung an die Xbox PC App-Verteilung gebunden, statt etwas, das ein einzelner Spieler einfach global einschaltet.",{},{"id":926,"data":927,"type":572,"tunes":929},"b8693ba872",{"text":928,"level":47},"Warum dies nicht nur ein weiterer Shader-Cache ist",{},{"id":931,"data":932,"type":544,"tunes":934},"4af48bdc6c",{"text":933},"Ein normaler lokaler Shader-Cache wird aufgebaut, nachdem Ihre eigene Maschine die Kompilierungskosten bereits bezahlt hat.",{},{"id":936,"data":937,"type":544,"tunes":939},"8c45dac918",{"text":938},"Advanced Shader Delivery versucht, diesen nützlichen kompilierten Zustand bereitzustellen, bevor die Kosten Ihren Rechner erreichen.",{},{"id":941,"data":942,"type":746,"tunes":968},"693e6f7d83",{"rows":943,"title":960,"layout":738,"columns":961},[944,948,952,956],{"id":945,"label":946,"values":947},"when","Wann die Kompilierung stattfindet",[13,13],{"id":949,"label":950,"values":951},"cost","Wer die anfänglichen Kompilierungskosten trägt",[13,13],{"id":953,"label":954,"values":955},"first-run","Verhalten beim ersten Start",[13,13],{"id":957,"label":958,"values":959},"stutter","JIT-Shader-Ruckeln",[13,13],"Lokaler Shader-Cache vs. Advanced Shader Delivery",[962,965],{"id":963,"label":964},"local","Lokaler Shader-Cache",{"id":966,"label":967},"asd","Advanced Shader Delivery",{},{"id":970,"data":971,"type":572,"tunes":973},"76cff75952",{"text":972,"level":47},"Was Entwickler tatsächlich tun müssen",{},{"id":975,"data":976,"type":544,"tunes":978},"bfaa3db2d6",{"text":977},"Das Spiel muss weiterhin genügend Informationen bereitstellen, damit die Plattform eine nützliche Datenbank aufbauen kann.",{},{"id":980,"data":981,"type":544,"tunes":983},"ed2d5b8b93",{"text":982},"Der aktuelle Workflow von Microsoft verlangt von Entwicklern, eine SODB zu sammeln oder programmatisch zu generieren, sie durch lokales Kompilieren einer PSDB zu testen und die SODB über die Storefront-Pipeline einzureichen.",{},{"id":985,"data":986,"type":544,"tunes":988},"186600f899",{"text":987},"Das Agility SDK 1.619 führte außerdem Anwendungsidentitäts- und Statistik-APIs ein, damit Entwickler den Titel konsistent identifizieren und messen können, wie effektiv eine PSDB genutzt wird.",{},{"id":990,"data":991,"type":572,"tunes":993},"da7b0ce8b5",{"text":992,"level":47},"Welche Hardware funktioniert heute?",{},{"id":995,"data":996,"type":544,"tunes":998},"e2e43ce998",{"text":997},"Das Update von Microsoft vom Juni 2026 listet Windows 11 Version 24H2 oder neuer, die erforderliche Xbox Gaming Services-Version, AMD Radeon-Hardware auf Basis von RDNA 1 bis RDNA 4 und AMD Adrenalin 26.6.1 oder neuer für den derzeit dokumentierten Xbox PC-App-Pfad auf.",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"7c82f021e1",{"text":1002},"Microsoft hat außerdem erklärt, dass es mit Intel und anderen Hardwareherstellern zusammenarbeitet und dass die Unterstützung auf weitere Geräte ausgeweitet wird.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"9e9a02e41c",{"text":1007},"Das bedeutet, dass Advanced Shader Delivery als eine sich erweiternde Plattformfunktion betrachtet werden sollte und nicht als eine universelle Windows-Fähigkeit auf jeder GPU heute.",{},{"id":1010,"data":1011,"type":572,"tunes":1013},"bd182f72b0",{"text":1012,"level":47},"Warum das mehr zählt als eine weitere FPS-Funktion",{},{"id":1015,"data":1016,"type":544,"tunes":1018},"9decb9c1b9",{"text":1017},"Upscaling und Frame-Generierung verbessern die Ausgabe der Rendering-Pipeline, nachdem das Spiel bereits läuft.",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"64eec31a18",{"text":1022},"Advanced Shader Delivery bekämpft ein anderes Qualitätsproblem: einen Frame-Zeit-Spike, der durch die Vorbereitung von GPU-Programmen zum falschen Zeitpunkt verursacht wird.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"a6a0db382e",{"text":1027},"Deshalb kann der Nutzen sichtbar sein, selbst wenn sich die durchschnittlichen FPS überhaupt nicht ändern.",{},{"id":1030,"data":1031,"type":572,"tunes":1033},"09bde21a8d",{"text":1032,"level":47},"Was würde diese Antwort ändern?",{},{"id":1035,"data":1036,"type":544,"tunes":1038},"b0e7ca01a4",{"text":1037},"Die größte sich bewegende Grenze ist die Ökosystem-Unterstützung.",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"537568c224",{"text":1042},"Microsoft erweitert Advanced Shader Delivery noch über GPUs, Storefront-Workflows und Game-Engine-Integrationen. Daher können sich Hardwareanforderungen und unterstützte Vertriebswege schnell ändern.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"fe24516c11",{"text":1047},"Eine zukünftige Implementierung, die breit über wichtige PC-Storefronts integriert ist, könnte die Bereitstellung vorkompilierter Shader für Spieler viel transparenter machen als heute.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"0e31e2d54d",{"text":1052,"level":47},"Einschränkungen",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"a7881e11e1",{"text":1057},"Dieser Artikel beschreibt Microsofts dokumentierte Advanced Shader Delivery-Architektur und die aktuelle Windows\u002FXbox-PC-App-Unterstützung mit Stand September 2026.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"71ebc16fda",{"text":1062},"Die von Microsoft gemeldeten Ladezeit-Einsparungen sind Herstellermessungen aus bestimmten unterstützten Szenarien. Sie sollten nicht als allgemeine Leistungsgarantien betrachtet werden.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"f7a38af5be",{"text":1067,"level":47},"Fazit",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"f1308f3e80",{"text":1072},"Advanced Shader Delivery löst ein einfaches Problem mit einer Antwort auf Plattformebene.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"b102a861bb",{"text":1077},"Ein PC-Spiel benötigt GPU-spezifisch kompilierte Shader. Wenn sie auf dem Rechner des Spielers erstellt werden, kann dies zu langen ersten Starts und Just-in-Time-Rucklern führen. ASD erfasst, was das Spiel benötigt, kompiliert es im Voraus für die Zielumgebung und liefert das Ergebnis über den Storefront aus.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"da805fabf0",{"text":1082},"Der Shader existiert weiterhin. Die Kompilierung findet weiterhin statt. Die wichtige Änderung ist, dass sie stattfindet, bevor der Spieler sie benötigt.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"0354b8daaf",{"text":1087,"level":47},"FAQ",{},{"id":1090,"data":1091,"type":1118,"tunes":1119},"e75bc04532",{"items":1092,"title":1117},[1093,1097,1101,1105,1109,1113],{"id":1094,"answer":1095,"question":1096},"faq1","Eine Windows 11 Direct3D 12-Technologie, die Shader im Voraus vorkompiliert und sie mit dem Spiel ausliefert, anstatt alles auf dem PC des Spielers zu kompilieren.","Was ist Advanced Shader Delivery?",{"id":1098,"answer":1099,"question":1100},"faq2","Eine State Object Database, die die Shader-Zustände beschreibt, die ein Spiel möglicherweise benötigt, damit sie vor der Auslieferung kompiliert werden können.","Was ist ein SODB?",{"id":1102,"answer":1103,"question":1104},"faq3","Eine Precompiled Shader Database, die Shader-Programme enthält, die bereits für eine Zielhardware- und Treiberumgebung kompiliert wurden.","Was ist ein PSDB?",{"id":1106,"answer":1107,"question":1108},"faq4","Nicht automatisch. Fehlende Shader-Zustände, nicht unterstützte Umgebungen oder neue Spielinhalte können weiterhin eine lokale Kompilierung erfordern.","Beseitigt ASD alle Shader-Ruckler?",{"id":1110,"answer":1111,"question":1112},"faq5","Nein. Ein lokaler Cache wird erstellt, nachdem Ihr PC Shader kompiliert hat. ASD versucht, kompilierte Shader-Daten auszuliefern, bevor Sie das Spiel ausführen.","Ist ASD dasselbe wie ein lokaler Shader-Cache?",{"id":1114,"answer":1115,"question":1116},"faq6","Sein Hauptzweck ist eine schnellere Shader-Vorbereitung und weniger kompilierungsbedingte Frame-Zeit-Spitzen, nicht höhere konstante FPS.","Erhöht Advanced Shader Delivery die FPS?","Advanced Shader Delivery in einfachen Worten","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"8733f298cd",{"text":1123,"level":47},"Glossar",{},{"id":1126,"data":1127,"type":1158,"tunes":1159},"407257a6d1",{"title":1128,"entries":1129},"Wichtige Begriffe zur Shader-Auslieferung",[1130,1134,1138,1142,1146,1150,1154],{"term":1131,"anchor":1132,"definition":1133},"Shader","shader","Ein GPU-Programm, das für Grafik- oder Compute-Aufgaben wie Beleuchtung, Materialien und Nachbearbeitung verwendet wird.",{"term":1135,"anchor":1136,"definition":1137},"Shader-Kompilierung","shader-compilation","Die Umwandlung von Shader-Code in eine GPU-spezifische ausführbare Form, die der Treiber und die Hardware ausführen können.",{"term":1139,"anchor":1140,"definition":1141},"SODB","sodb","State Object Database, die Shader-Zustandsinformationen enthält, die von einem Spiel gesammelt oder für ein Spiel generiert wurden.",{"term":1143,"anchor":1144,"definition":1145},"PSDB","psdb","Precompiled Shader Database, die Shader-Daten enthält, die im Voraus für eine Zielumgebung kompiliert wurden.",{"term":1147,"anchor":1148,"definition":1149},"JIT-Kompilierung","jit-compilation","Just-in-Time-Kompilierung, die durchgeführt wird, wenn ein Shader während des Starts oder des Spiels zum ersten Mal benötigt wird.",{"term":1151,"anchor":1152,"definition":1153},"Shader Availability Boundary","shader-availability-boundary","Ein Figure Rocks-Modell, das beschreibt, wann ein Shader aus gelieferten vorkompilierten Daten bereitgestellt werden kann und wann noch eine lokale Kompilierung erforderlich ist.",{"term":1155,"anchor":1156,"definition":1157},"Shader-Stutter Diagnosis Test","shader-stutter-diagnosis-test","Ein Figure Rocks-Workflow zur Unterscheidung von Shader-Kompilierungs-Hiccups von anderen Ursachen für Frame-Zeit-Spitzen.","glossary",{},{"id":1161,"data":1162,"type":572,"tunes":1164},"3ab856f2b4",{"text":1163,"level":47},"Primärquellen",{},{"id":1166,"data":1167,"type":1173,"tunes":1174},"367d2e3548",{"link":1168,"meta":1169},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fadvanced-shader-delivery",{"image":1170,"title":1171,"description":1172},{"url":13},"Microsoft Learn — Advanced Shader Delivery","Offizielle Windows-Dokumentation, die den SODB-zu-PSDB-Workflow, die Vorteile und das aktuelle Plattformmodell behandelt.","linkTool",{},{"id":1176,"data":1177,"type":1173,"tunes":1183},"5641b514c0",{"link":1178,"meta":1179},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F",{"image":1180,"title":1181,"description":1182},{"url":13},"Microsoft DirectX — Introducing Advanced Shader Delivery","Offizielle Architekturerklärung, die lokale Shader-Kompilierung, SODB, PSDB und Storefront-Verteilung behandelt.",{},{"id":1185,"data":1186,"type":1173,"tunes":1192},"22a5b77a1b",{"link":1187,"meta":1188},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F",{"image":1189,"title":1190,"description":1191},{"url":13},"Microsoft DirectX — Advanced Shader Delivery at GDC 2026","Offizielles Entwickler-Update 2026, das SODB-Integration, Anwendungsidentität, Statistiken und den Xbox Partner Center-Workflow behandelt.",{},{"id":1194,"data":1195,"type":1173,"tunes":1201},"cc3301d997",{"link":1196,"meta":1197},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-expands-public-preview-with-amd\u002F",{"image":1198,"title":1199,"description":1200},{"url":13},"Microsoft DirectX — Advanced Shader Delivery expands with AMD","Offizielles Verfügbarkeits-Update 2026, das Windows 11, AMD RDNA-Unterstützung, Xbox-PC-App-Verteilung und Forza Horizon 6-Messungen behandelt.",{},"2.31","Shader-Stottern tritt auf, wenn ein PC-Spiel GPU-Programme zum falschen Zeitpunkt kompilieren muss. Microsoft Advanced Shader Delivery verlagert einen Großteil dieser Arbeit vom PC des Spielers weg, indem hardwarespezifische Shader im Voraus vorbereitet und mit dem Spiel ausgeliefert werden.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3",false,"PUBLISHED","2026-09-26T01:08:00.000Z","2026-09-26T07:08:09.269Z","2026-09-26T07:43:04.346Z",{"en":1212,"de":1213,"sr":1214,"es":1215,"fr":1216,"it":1217,"ru":1218,"zh":1219},"\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fde\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fsr\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fes\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Ffr\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fit\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fru\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fzh\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it",[1221,1225,1227,1231,1235,1239],{"id":1222,"name":1223,"slug":1224},62,"Shader-Ruckler","shader-stutter",{"id":1226,"name":1135,"slug":1136},236,{"id":1228,"name":1229,"slug":1230},328,"Ruckler-Typ identifizieren","identify-stutter-type",{"id":1232,"name":1233,"slug":1234},253,"Bildwiederholrate und Klarheit","refresh-and-clarity",{"id":1236,"name":1237,"slug":1238},251,"Unschärfe und Persistenz","blur-and-persistence",{"id":1240,"name":1241,"slug":1242},137,"Einstellungen, die zählen","settings-that-matter",{"id":283,"login":1244,"email":1245,"displayName":1246},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1248,1767],{"lang":8,"title":1249,"content":1250,"contentJson":1251,"excerpt":1766},"Why PC Games Stutter When Compiling Shaders — and How Advanced Shader Delivery Changes It","{\"time\":1790406603890,\"blocks\":[{\"id\":\"3cee674645\",\"type\":\"paragraph\",\"data\":{\"text\":\"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.\"},\"tunes\":{}},{\"id\":\"24a1733ca8\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\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.\"},\"tunes\":{}},{\"id\":\"48a3661d84\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Current status in 2026\",\"body\":\"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.\"},\"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 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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":1252,"blocks":1253,"version":1765},1790406603890,[1254,1258,1263,1268,1272,1276,1280,1284,1288,1292,1296,1300,1304,1308,1315,1319,1339,1343,1347,1351,1355,1359,1363,1386,1391,1395,1417,1421,1425,1429,1433,1437,1441,1445,1449,1454,1458,1479,1483,1487,1491,1495,1499,1522,1526,1530,1534,1538,1545,1549,1553,1557,1561,1565,1569,1573,1594,1598,1602,1606,1610,1614,1618,1622,1626,1630,1634,1638,1642,1646,1650,1654,1658,1662,1666,1670,1674,1678,1682,1686,1689,1712,1716,1737,1741,1747,1753,1759],{"id":541,"data":1255,"type":544,"tunes":1257},{"text":1256},"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.",{},{"id":547,"data":1259,"type":552,"tunes":1262},{"body":1260,"title":1261,"variant":551},"\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",{},{"id":555,"data":1264,"type":552,"tunes":1267},{"body":1265,"title":1266,"variant":559},"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",{},{"id":562,"data":1269,"type":566,"tunes":1271},{"title":1270,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1273,"type":572,"tunes":1275},{"text":1274,"level":47},"Why PC games compile shaders in the first place",{},{"id":575,"data":1277,"type":544,"tunes":1279},{"text":1278},"A shader is a small GPU program used for rendering tasks such as lighting, materials, shadows, post-processing and other graphics work.",{},{"id":580,"data":1281,"type":544,"tunes":1283},{"text":1282},"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":585,"data":1285,"type":544,"tunes":1287},{"text":1286},"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":590,"data":1289,"type":544,"tunes":1291},{"text":1290},"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.",{},{"id":595,"data":1293,"type":572,"tunes":1295},{"text":1294,"level":47},"Where shader stutter comes from",{},{"id":600,"data":1297,"type":544,"tunes":1299},{"text":1298},"If the game encounters a shader that is not already compiled, the driver may have to compile it while the game is running.",{},{"id":605,"data":1301,"type":544,"tunes":1303},{"text":1302},"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.",{},{"id":610,"data":1305,"type":544,"tunes":1307},{"text":1306},"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":615,"data":1309,"type":621,"tunes":1314},{"url":1310,"title":1311,"excerpt":1312,"ctaLabel":1313},"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",{},{"id":624,"data":1316,"type":572,"tunes":1318},{"text":1317,"level":47},"The normal shader-compilation path",{},{"id":629,"data":1320,"type":649,"tunes":1338},{"steps":1321,"title":1337,"orientation":648},[1322,1325,1328,1331,1334],{"label":1323,"description":1324},"1. Game ships shader source or intermediate data","The package contains what the driver needs to build GPU-specific programs.",{"label":1326,"description":1327},"2. Player launches the game","The system does not yet have every compiled shader variant in cache.",{"label":1329,"description":1330},"3. Driver compiles shaders locally","Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.",{"label":1332,"description":1333},"4. Compiled shaders are cached","Future runs can reuse the results while the cache remains valid.",{"label":1335,"description":1336},"5. Driver or game changes can invalidate the cache","The system may need to compile again after relevant updates.","Without Advanced Shader Delivery",{},{"id":652,"data":1340,"type":572,"tunes":1342},{"text":1341,"level":47},"What Advanced Shader Delivery changes",{},{"id":657,"data":1344,"type":544,"tunes":1346},{"text":1345},"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.",{},{"id":662,"data":1348,"type":544,"tunes":1350},{"text":1349},"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":667,"data":1352,"type":544,"tunes":1354},{"text":1353},"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":672,"data":1356,"type":544,"tunes":1358},{"text":1357},"The PSDB can then be distributed through the storefront alongside the game.",{},{"id":677,"data":1360,"type":572,"tunes":1362},{"text":1361,"level":47},"The SODB → PSDB pipeline",{},{"id":682,"data":1364,"type":649,"tunes":1385},{"steps":1365,"title":1384,"orientation":648},[1366,1369,1372,1375,1378,1381],{"label":1367,"description":1368},"1. Game creates an SODB","The developer collects the state-object information needed to describe the game's shaders.",{"label":1370,"description":1371},"2. SODB is submitted with the game","The shader-state database becomes part of the distribution workflow.",{"label":1373,"description":1374},"3. Hardware-specific compilation happens ahead of time","The shader compiler produces the correct compiled form for a supported GPU and driver environment.",{"label":1376,"description":1377},"4. A PSDB is produced","The Precompiled Shader Database contains compiled shader data for that target environment.",{"label":1379,"description":1380},"5. Storefront delivers the PSDB","The compiled shader database arrives with or alongside the game download.",{"label":1382,"description":1383},"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":706,"data":1387,"type":552,"tunes":1390},{"body":1388,"title":1389,"variant":710},"\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",{},{"id":713,"data":1392,"type":572,"tunes":1394},{"text":1393,"level":47},"Why this is harder on PC than on console",{},{"id":718,"data":1396,"type":746,"tunes":1416},{"rows":1397,"title":1410,"layout":738,"columns":1411},[1398,1401,1404,1407],{"id":722,"label":1399,"values":1400},"Hardware target",[13,13],{"id":726,"label":1402,"values":1403},"Driver environment",[13,13],{"id":730,"label":1405,"values":1406},"Precompilation",[13,13],{"id":734,"label":1408,"values":1409},"Cache stability",[13,13],"Console vs PC shader preparation",[1412,1414],{"id":741,"label":1413},"Console",{"id":744,"label":1415},"Windows PC",{},{"id":749,"data":1418,"type":572,"tunes":1420},{"text":1419,"level":47},"Why a driver update can matter",{},{"id":754,"data":1422,"type":544,"tunes":1424},{"text":1423},"Compiled shaders are not completely independent of the graphics driver.",{},{"id":759,"data":1426,"type":544,"tunes":1428},{"text":1427},"A driver update can change the compiler or invalidate previously compiled cache data.",{},{"id":764,"data":1430,"type":544,"tunes":1432},{"text":1431},"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":769,"data":1434,"type":572,"tunes":1436},{"text":1435,"level":47},"Does this mean shader compilation screens disappear?",{},{"id":774,"data":1438,"type":544,"tunes":1440},{"text":1439},"Potentially many of them can become much shorter or unnecessary, but Advanced Shader Delivery does not guarantee that every shader-related wait disappears.",{},{"id":779,"data":1442,"type":544,"tunes":1444},{"text":1443},"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":784,"data":1446,"type":544,"tunes":1448},{"text":1447},"Game updates can also introduce new shader states that need new precompiled data.",{},{"id":789,"data":1450,"type":552,"tunes":1453},{"body":1451,"title":1452,"variant":793},"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",{},{"id":796,"data":1455,"type":572,"tunes":1457},{"text":1456,"level":47},"The Shader Availability Boundary",{},{"id":801,"data":1459,"type":746,"tunes":1478},{"rows":1460,"title":1472,"layout":738,"columns":1473},[1461,1464,1466,1469],{"id":805,"label":1462,"values":1463},"Shader state",[13,13],{"id":809,"label":1399,"values":1465},[13,13],{"id":812,"label":1467,"values":1468},"Game version",[13,13],{"id":816,"label":1470,"values":1471},"Distribution",[13,13],"What decides whether the game can avoid local compilation?",[1474,1476],{"id":822,"label":1475},"Covered by ASD",{"id":825,"label":1477},"Outside the delivered database",{},{"id":829,"data":1480,"type":572,"tunes":1482},{"text":1481,"level":47},"What Microsoft's 90% and 95% numbers actually mean",{},{"id":834,"data":1484,"type":544,"tunes":1486},{"text":1485},"Microsoft says Advanced Shader Delivery can reduce shader-related loading time by up to 90% in supported scenarios.",{},{"id":839,"data":1488,"type":544,"tunes":1490},{"text":1489},"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":844,"data":1492,"type":544,"tunes":1494},{"text":1493},"Those figures should not be interpreted as a universal guarantee for every game, GPU or loading screen.",{},{"id":849,"data":1496,"type":572,"tunes":1498},{"text":1497,"level":47},"The Shader-Stutter Diagnosis Test",{},{"id":854,"data":1500,"type":649,"tunes":1521},{"steps":1501,"title":1520,"orientation":648},[1502,1505,1508,1511,1514,1517],{"label":1503,"description":1504},"1. Repeat the same scene","If the hitch happens once and disappears on the second run, cache warm-up is a strong clue.",{"label":1506,"description":1507},"2. Compare after clearing or invalidating shader cache","A returning hitch can indicate shader compilation rather than a permanent performance bottleneck.",{"label":1509,"description":1510},"3. Check frame-time spikes","Shader stutter appears as long individual frames, not merely a lower stable average FPS.",{"label":1512,"description":1513},"4. Separate asset streaming from shader compilation","Both can produce traversal stutter, but they are different pipelines.",{"label":1515,"description":1516},"5. Check game and driver updates","A new update can invalidate or expand shader caches.",{"label":1518,"description":1519},"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":878,"data":1523,"type":572,"tunes":1525},{"text":1524,"level":47},"Shader stutter is not the same as asset-streaming stutter",{},{"id":883,"data":1527,"type":544,"tunes":1529},{"text":1528},"Both problems can create a hitch when entering a new area, which makes them easy to confuse.",{},{"id":888,"data":1531,"type":544,"tunes":1533},{"text":1532},"Shader compilation is about creating executable GPU programs. Asset streaming is about moving textures, geometry and other content into usable memory.",{},{"id":893,"data":1535,"type":544,"tunes":1537},{"text":1536},"Advanced Shader Delivery targets the first problem. DirectStorage targets the second pipeline.",{},{"id":898,"data":1539,"type":621,"tunes":1544},{"url":1540,"title":1541,"excerpt":1542,"ctaLabel":1543},"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":906,"data":1546,"type":572,"tunes":1548},{"text":1547,"level":47},"Why the storefront matters",{},{"id":911,"data":1550,"type":544,"tunes":1552},{"text":1551},"Advanced Shader Delivery is not only a Direct3D API feature.",{},{"id":916,"data":1554,"type":544,"tunes":1556},{"text":1555},"The system depends on a distribution service that knows which game version, GPU environment and compiled database belong together.",{},{"id":921,"data":1558,"type":544,"tunes":1560},{"text":1559},"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":926,"data":1562,"type":572,"tunes":1564},{"text":1563,"level":47},"Why this is not just another shader cache",{},{"id":931,"data":1566,"type":544,"tunes":1568},{"text":1567},"A normal local shader cache is built after your own machine has already paid the compilation cost.",{},{"id":936,"data":1570,"type":544,"tunes":1572},{"text":1571},"Advanced Shader Delivery attempts to deliver that useful compiled state before the cost reaches your machine.",{},{"id":941,"data":1574,"type":746,"tunes":1593},{"rows":1575,"title":1588,"layout":738,"columns":1589},[1576,1579,1582,1585],{"id":945,"label":1577,"values":1578},"When compilation happens",[13,13],{"id":949,"label":1580,"values":1581},"Who pays the initial compile cost",[13,13],{"id":953,"label":1583,"values":1584},"First-run behavior",[13,13],{"id":957,"label":1586,"values":1587},"JIT shader stutter",[13,13],"Local shader cache vs Advanced Shader Delivery",[1590,1592],{"id":963,"label":1591},"Local shader cache",{"id":966,"label":967},{},{"id":970,"data":1595,"type":572,"tunes":1597},{"text":1596,"level":47},"What developers actually have to do",{},{"id":975,"data":1599,"type":544,"tunes":1601},{"text":1600},"The game still has to expose enough information for the platform to build a useful database.",{},{"id":980,"data":1603,"type":544,"tunes":1605},{"text":1604},"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":985,"data":1607,"type":544,"tunes":1609},{"text":1608},"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":990,"data":1611,"type":572,"tunes":1613},{"text":1612,"level":47},"What hardware works today?",{},{"id":995,"data":1615,"type":544,"tunes":1617},{"text":1616},"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":1000,"data":1619,"type":544,"tunes":1621},{"text":1620},"Microsoft has also said it is working with Intel and other hardware vendors, and that support will expand to more devices.",{},{"id":1005,"data":1623,"type":544,"tunes":1625},{"text":1624},"That means Advanced Shader Delivery should be treated as an expanding platform feature rather than a universal Windows capability on every GPU today.",{},{"id":1010,"data":1627,"type":572,"tunes":1629},{"text":1628,"level":47},"Why this matters more than another FPS feature",{},{"id":1015,"data":1631,"type":544,"tunes":1633},{"text":1632},"Upscaling and frame generation improve the output of the rendering pipeline after the game is already running.",{},{"id":1020,"data":1635,"type":544,"tunes":1637},{"text":1636},"Advanced Shader Delivery attacks a different quality problem: a frame-time spike caused by preparing GPU programs at the wrong moment.",{},{"id":1025,"data":1639,"type":544,"tunes":1641},{"text":1640},"That is why the benefit can be visible even when average FPS does not change at all.",{},{"id":1030,"data":1643,"type":572,"tunes":1645},{"text":1644,"level":47},"What would change this answer?",{},{"id":1035,"data":1647,"type":544,"tunes":1649},{"text":1648},"The biggest moving boundary is ecosystem support.",{},{"id":1040,"data":1651,"type":544,"tunes":1653},{"text":1652},"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":1045,"data":1655,"type":544,"tunes":1657},{"text":1656},"A future implementation integrated broadly across major PC storefronts could make precompiled shader delivery much more transparent to players than it is today.",{},{"id":1050,"data":1659,"type":572,"tunes":1661},{"text":1660,"level":47},"Limitations",{},{"id":1055,"data":1663,"type":544,"tunes":1665},{"text":1664},"This article describes Microsoft's documented Advanced Shader Delivery architecture and current Windows\u002FXbox PC app support as of September 2026.",{},{"id":1060,"data":1667,"type":544,"tunes":1669},{"text":1668},"Microsoft's reported load-time savings are vendor measurements from specific supported scenarios. They should not be treated as universal performance guarantees.",{},{"id":1065,"data":1671,"type":572,"tunes":1673},{"text":1672,"level":47},"Conclusion",{},{"id":1070,"data":1675,"type":544,"tunes":1677},{"text":1676},"Advanced Shader Delivery solves a simple problem with a platform-level answer.",{},{"id":1075,"data":1679,"type":544,"tunes":1681},{"text":1680},"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":1080,"data":1683,"type":544,"tunes":1685},{"text":1684},"The shader still exists. The compilation still happens. The important change is that it happens before the player needs it.",{},{"id":1085,"data":1687,"type":572,"tunes":1688},{"text":1087,"level":47},{},{"id":1090,"data":1690,"type":1118,"tunes":1711},{"items":1691,"title":1710},[1692,1695,1698,1701,1704,1707],{"id":1094,"answer":1693,"question":1694},"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":1098,"answer":1696,"question":1697},"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":1102,"answer":1699,"question":1700},"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1106,"answer":1702,"question":1703},"Not automatically. Missing shader states, unsupported environments or new game content can still require local compilation.","Does ASD eliminate all shader stutter?",{"id":1110,"answer":1705,"question":1706},"No. A local cache is created after your PC compiles shaders. 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Lerne die drei gängigen Ruckler-Typen kennen, wie sie sich anfühlen und den schnellsten Weg zur Diagnose, bevor du Einstellungen änderst.","2026-02-19T11:00:00.000Z",{"id":2129,"slug":2130,"title":2131,"excerpt":2132,"featuredImage":2133,"publishedAt":2134},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone ist nicht nur FSR 4: Upscaling, Frame Generation, Ray Regeneration und Radiance Caching erklärt","AMDs FSR-Namensgebung hat sich geändert, weil FSR nicht länger eine einzelne Funktion ist. 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Nutzen Sie diese einfache Entscheidungsmatrix, um HDR oder SDR pro Spiel basierend auf Lesbarkeit, Stabilität und dem tatsächlichen Verhalten Ihres Displays auszuwählen.","2026-02-21T05:20:00.000Z",{"id":2142,"slug":2143,"title":2144,"excerpt":2145,"featuredImage":2146,"publishedAt":2147},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM-Nutzung ist nicht VRAM-Anforderung: Warum eine vollständige Speicheranzeige nicht die ganze Geschichte erzählt","Wenn 7,8 GB auf einer 8-GB-Grafikkarte belegt sind, kann das wie ein Beweis dafür aussehen, dass einem Spiel der VRAM ausgegangen ist. So einfach ist es nicht. 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Dieser Leitfaden erklärt, warum Grafikoptionen nur dann helfen, wenn sie die Arbeitslast verringern, die tatsächlich die Bildrate begrenzt – und wie man CPU-, GPU-, Speicher-, Streaming- und Frame-Cap-Engpässe erkennt.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","2026-09-25T18:23:00.000Z",{"id":2162,"slug":2163,"title":2164,"excerpt":2165,"featuredImage":2166,"publishedAt":2167},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR ist nicht DLSS: Wie NPU-Upscaling ohne Spielintegration funktioniert","Windows Auto SR kann unterstützte Spiele ohne DLSS-, FSR- oder XeSS-Integration hochskalieren. 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