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Microsoft Advanced Shader Delivery cambia dónde ocurre esa compilación: en lugar de esperar al PC del jugador, el trabajo puede realizarse con antelación y los datos del shader compilado pueden llegar con el juego.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Advanced Shader Delivery no hace que los shaders desaparezcan.\u003C\u002Fstrong> Traslada gran parte del trabajo de compilación fuera del PC del jugador. Un juego proporciona información del estado de los shaders, la plataforma crea bases de datos de shaders precompilados específicas para el hardware, y la tienda entrega los datos compilados correctos al jugador.\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\">Estado actual en 2026\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery está disponible a través de la aplicación Xbox para PC en sistemas Windows 11 compatibles y actualmente cuenta con soporte documentado para AMD RDNA. Microsoft afirma que el soporte de hardware más amplio sigue expandiéndose.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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\">Por qué los juegos de PC compilan shaders en primer lugar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">De dónde viene el tartamudeo de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">La ruta normal de compilación de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Qué cambia Advanced Shader Delivery\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">El flujo de trabajo SODB → PSDB\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Por qué esto es más difícil en PC que en consola\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-27\" class=\"editorjs-toc__link\">Por qué una actualización de controlador puede importar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">¿Significa esto que las pantallas de compilación de shaders desaparecen?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">El límite de disponibilidad de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Qué significan realmente los números del 90% y 95% de Microsoft\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La prueba de diagnóstico de stutter por shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">El stutter por shaders no es lo mismo que el stutter por streaming de assets\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Por qué importa la tienda\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Por qué esto no es solo otra caché de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Lo que los desarrolladores realmente tienen que hacer\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">¿Qué hardware funciona hoy?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Por qué esto importa más que otra característica de FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-80\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Por qué los juegos de PC compilan shaders en primer lugar\u003C\u002Fh2>\n\u003Cp>Un shader es un pequeño programa de GPU utilizado para tareas de renderizado como iluminación, materiales, sombras, posprocesamiento y otros trabajos gráficos.\u003C\u002Fp>\n\u003Cp>El juego normalmente distribuye el código del shader en una forma intermedia. Antes de que la GPU pueda ejecutarlo eficientemente, el controlador gráfico compila ese código en una forma específica para el hardware.\u003C\u002Fp>\n\u003Cp>En una consola, el hardware objetivo y el entorno del controlador son mucho más predecibles. En un PC con Windows, el juego puede ejecutarse en muchos modelos de GPU, versiones de controladores y configuraciones del sistema.\u003C\u002Fp>\n\u003Cp>Esa matriz de hardware es la razón por la que la compilación de shaders en PC es más difícil de preparar completamente con antelación.\u003C\u002Fp>\n\u003Ch2 id=\"section-10\">De dónde viene el tartamudeo de shaders\u003C\u002Fh2>\n\u003Cp>Si el juego encuentra un shader que aún no está compilado, el controlador puede tener que compilarlo mientras el juego se está ejecutando.\u003C\u002Fp>\n\u003Cp>Ese trabajo puede interrumpir el flujo normal de fotogramas. El resultado puede ser un pequeño tirón incluso cuando el FPS promedio es alto.\u003C\u002Fp>\n\u003Cp>Una vez que el shader compilado se ha almacenado en caché, el mismo tirón puede no volver a ocurrir hasta que la caché se invalide o se necesiten nuevas combinaciones de shaders.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\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\">Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1% y tartamudeo explicados\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Por qué el FPS promedio puede parecer saludable mientras unos pocos fotogramas largos hacen que el juego se sienta irregular.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía de tiempo de fotograma →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">La ruta normal de compilación de shaders\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Sin 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. El juego distribuye el código fuente o los datos intermedios del shader\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El paquete contiene lo que el controlador necesita para crear programas específicos para la GPU.\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. El jugador inicia el juego\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El sistema aún no tiene todas las variantes de shaders compilados en caché.\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. El controlador compila los shaders localmente\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La compilación ocurre al inicio, durante una pantalla de precompilación dedicada, o justo a tiempo durante el juego.\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. Los shaders compilados se almacenan en caché\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Las ejecuciones futuras pueden reutilizar los resultados mientras la caché siga siendo válida.\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. Los cambios en el controlador o el juego pueden invalidar la caché\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El sistema puede necesitar compilar de nuevo después de actualizaciones relevantes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-17\">Qué cambia Advanced Shader Delivery\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery traslada el costoso paso de compilación a una canalización de distribución.\u003C\u002Fp>\n\u003Cp>El juego proporciona una descripción estandarizada de los objetos de estado de shader que puede necesitar. Microsoft llama a esa colección una Base de Datos de Objetos de Estado, o SODB.\u003C\u002Fp>\n\u003Cp>La plataforma combina esos datos del juego con un compilador de shaders separado para el entorno de hardware y controlador correspondiente para producir una Base de Datos de Shaders Precompilados, o PSDB.\u003C\u002Fp>\n\u003Cp>La PSDB se puede distribuir luego a través de la tienda junto con el juego.\u003C\u002Fp>\n\u003Ch2 id=\"section-22\">El flujo de trabajo SODB → PSDB\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo funciona la Entrega Avanzada de Shaders\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. El juego crea una SODB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El desarrollador recopila la información de objetos de estado necesaria para describir los shaders del juego.\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. La SODB se envía con el juego\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La base de datos de estados de shader pasa a formar parte del flujo de trabajo de distribución.\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. La compilación específica para el hardware ocurre con antelación\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El compilador de shaders produce la forma compilada correcta para una GPU y un entorno de controlador compatibles.\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. Se produce una PSDB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La Base de Datos de Shaders Precompilados contiene datos de shaders compilados para ese entorno de destino.\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. La tienda entrega la PSDB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La base de datos de shaders compilados llega con la descarga del juego o junto a ella.\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 registra los shaders compilados\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Cuando el juego se inicia, muchos shaders ya pueden estar presentes en lugar de compilarse localmente.\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\">El modelo mental más simple\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SODB = lo que el juego puede necesitar.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilador = lo convierte en programas de GPU específicos para el hardware.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = el resultado compilado.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Tienda = lo entrega antes de que juegues.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Por qué esto es más difícil en PC que en consola\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Preparación de shaders en consola vs PC\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\">Consola\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\">PC con Windows\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\">Objetivo de hardware\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\">Entorno de controlador\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\">Precompilación\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\">Estabilidad de la caché\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\">Por qué una actualización de controlador puede importar\u003C\u002Fh2>\n\u003Cp>Los shaders compilados no son completamente independientes del controlador de gráficos.\u003C\u002Fp>\n\u003Cp>Una actualización de controlador puede cambiar el compilador o invalidar datos de caché compilados previamente.\u003C\u002Fp>\n\u003Cp>La arquitectura de Entrega Avanzada de Shaders de Microsoft está diseñada para detectar ese cambio de entorno y actualizar los datos de shaders precompilados en lugar de dejar que el jugador reconstruya todo manualmente.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">¿Significa esto que las pantallas de compilación de shaders desaparecen?\u003C\u002Fh2>\n\u003Cp>Potencialmente muchas de ellas pueden volverse mucho más cortas o innecesarias, pero la Entrega Avanzada de Shaders no garantiza que todas las esperas relacionadas con shaders desaparezcan.\u003C\u002Fp>\n\u003Cp>La calidad de la SODB importa. Si el juego no logra describir combinaciones de shaders que se necesitan después, esos casos faltantes aún pueden requerir trabajo local.\u003C\u002Fp>\n\u003Cp>Las actualizaciones del juego también pueden introducir nuevos estados de shader que necesitan nuevos datos precompilados.\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\">Precompilado no significa completo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La Entrega Avanzada de Shaders puede eliminar una gran clase de trabajo de compilación en tiempo de ejecución, pero solo para los estados de shader que se han capturado, compilado y distribuido correctamente.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-36\">El límite de disponibilidad de shaders\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">¿Qué decide si el juego puede evitar la compilación local?\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\">Cubierto por ASD\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\">Fuera de la base de datos entregada\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\">Estado del shader\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\">Objetivo de hardware\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\">Versión del juego\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\">Distribución\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\">Qué significan realmente los números del 90% y 95% de Microsoft\u003C\u002Fh2>\n\u003Cp>Microsoft dice que Advanced Shader Delivery puede reducir el tiempo de carga relacionado con shaders hasta en un 90% en escenarios compatibles.\u003C\u002Fp>\n\u003Cp>Para Forza Horizon 6, Microsoft reportó un ejemplo interno específico donde la carga se redujo de casi 1.5 minutos a unos 4 segundos en un sistema Ryzen 7 5800 con una Radeon RX 7600, lo que describió como un ahorro de tiempo de aproximadamente el 95%.\u003C\u002Fp>\n\u003Cp>Esas cifras no deben interpretarse como una garantía universal para cada juego, GPU o pantalla de carga.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">La prueba de diagnóstico de stutter por shaders\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo saber si un tirón es realmente compilación de shaders\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. Repite la misma escena\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si el tirón ocurre una vez y desaparece en la segunda ejecución, el calentamiento de la caché es una pista fuerte.\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. Compara después de borrar o invalidar la caché de shaders\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un tirón que regresa puede indicar compilación de shaders en lugar de un cuello de botella de rendimiento permanente.\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. Revisa los picos de tiempo de fotograma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El stutter por shaders aparece como fotogramas individuales largos, no solo como un FPS promedio estable más bajo.\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. Separa el streaming de assets de la compilación de shaders\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ambos pueden producir stutter al desplazarse, pero son canalizaciones diferentes.\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. Revisa las actualizaciones del juego y del controlador\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una nueva actualización puede invalidar o ampliar las cachés de shaders.\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. Busca el estado de ASD\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">En los títulos compatibles de la aplicación Xbox para PC, la ventana de inicio puede indicar que se instalaron shaders precompilados.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">El stutter por shaders no es lo mismo que el stutter por streaming de assets\u003C\u002Fh2>\n\u003Cp>Ambos problemas pueden crear un tirón al entrar en una nueva área, lo que hace que sean fáciles de confundir.\u003C\u002Fp>\n\u003Cp>La compilación de shaders se trata de crear programas de GPU ejecutables. El streaming de assets se trata de mover texturas, geometría y otro contenido a memoria utilizable.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery apunta al primer problema. DirectStorage apunta a la segunda canalización.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\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 no hace que tu SSD descomprima juegos: qué hacen realmente Zstd y la descompresión por GPU\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Una mirada aparte a la ruta de carga de assets: lecturas de SSD, programación de DirectStorage y descompresión por CPU\u002FGPU.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lee la guía de DirectStorage →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-49\">Por qué importa la tienda\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery no es solo una característica de la API Direct3D.\u003C\u002Fp>\n\u003Cp>El sistema depende de un servicio de distribución que sabe qué versión del juego, entorno de GPU y base de datos compilada van juntos.\u003C\u002Fp>\n\u003Cp>Por eso la implementación actual de Microsoft está vinculada a la distribución de la aplicación Xbox para PC en lugar de ser algo que un jugador individual simplemente active globalmente.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Por qué esto no es solo otra caché de shaders\u003C\u002Fh2>\n\u003Cp>Una caché de shaders local normal se construye después de que tu propia máquina ya haya pagado el costo de compilación.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery intenta entregar ese estado compilado útil antes de que el costo llegue a tu máquina.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Caché de shaders local 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\">Caché de shaders local\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\">Cuándo ocurre la compilación\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\">Quién paga el costo de compilación inicial\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\">Comportamiento en la primera ejecución\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\">Stutter de shaders JIT\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\">Lo que los desarrolladores realmente tienen que hacer\u003C\u002Fh2>\n\u003Cp>El juego todavía tiene que exponer suficiente información para que la plataforma construya una base de datos útil.\u003C\u002Fp>\n\u003Cp>El flujo de trabajo actual de Microsoft pide a los desarrolladores recopilar o generar programáticamente un SODB, probarlo compilando un PSDB localmente y enviar el SODB a través del pipeline de la tienda.\u003C\u002Fp>\n\u003Cp>Agility SDK 1.619 también introdujo APIs de identidad de aplicación y estadísticas para que los desarrolladores puedan identificar el título de manera consistente y medir qué tan efectivamente se está usando un PSDB.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">¿Qué hardware funciona hoy?\u003C\u002Fh2>\n\u003Cp>La actualización de junio de 2026 de Microsoft enumera Windows 11 versión 24H2 o posterior, la versión requerida de Xbox Gaming Services, hardware AMD Radeon basado en RDNA 1 hasta RDNA 4, y AMD Adrenalin 26.6.1 o posterior para la ruta actualmente documentada de la aplicación Xbox para PC.\u003C\u002Fp>\n\u003Cp>Microsoft también ha dicho que está trabajando con Intel y otros fabricantes de hardware, y que el soporte se expandirá a más dispositivos.\u003C\u002Fp>\n\u003Cp>Eso significa que Advanced Shader Delivery debe tratarse como una característica de plataforma en expansión en lugar de una capacidad universal de Windows en todas las GPU hoy.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Por qué esto importa más que otra característica de FPS\u003C\u002Fh2>\n\u003Cp>El escalado y la generación de fotogramas mejoran la salida del pipeline de renderizado después de que el juego ya está en ejecución.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery ataca un problema de calidad diferente: un pico en el tiempo de fotograma causado por preparar programas de GPU en el momento equivocado.\u003C\u002Fp>\n\u003Cp>Por eso el beneficio puede ser visible incluso cuando el FPS promedio no cambia en absoluto.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>El límite móvil más grande es el soporte del ecosistema.\u003C\u002Fp>\n\u003Cp>Microsoft todavía está expandiendo Advanced Shader Delivery a través de GPU, flujos de trabajo de tiendas e integraciones de motores de juego. Por lo tanto, los requisitos de hardware y las rutas de distribución compatibles pueden cambiar rápidamente.\u003C\u002Fp>\n\u003Cp>Una implementación futura integrada ampliamente en las principales tiendas de PC podría hacer que la entrega de shaders precompilados sea mucho más transparente para los jugadores de lo que es hoy.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Este artículo describe la arquitectura documentada de Advanced Shader Delivery de Microsoft y la compatibilidad actual de la aplicación de PC Windows\u002FXbox a septiembre de 2026.\u003C\u002Fp>\n\u003Cp>Los ahorros de tiempo de carga reportados por Microsoft son mediciones de proveedores de escenarios compatibles específicos. No deben tratarse como garantías de rendimiento universales.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Conclusión\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery resuelve un problema simple con una respuesta a nivel de plataforma.\u003C\u002Fp>\n\u003Cp>Un juego de PC necesita shaders compilados específicos para la GPU. Compilarlos en la máquina del jugador puede causar largos primeros lanzamientos y tartamudeo justo a tiempo. ASD captura lo que el juego necesita, lo compila con antelación para el entorno objetivo y entrega el resultado a través de la tienda.\u003C\u002Fp>\n\u003Cp>El shader todavía existe. La compilación todavía ocurre. El cambio importante es que ocurre antes de que el jugador lo necesite.\u003C\u002Fp>\n\u003Ch2 id=\"section-80\">Preguntas frecuentes\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 en lenguaje sencillo\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\">¿Qué es Advanced Shader Delivery?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Una tecnología de Direct3D 12 de Windows 11 que precompila shaders con antelación y los entrega con el juego en lugar de compilar todo en el PC del jugador.\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\">¿Qué es un SODB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Una Base de Datos de Objetos de Estado que describe los estados de shader que un juego puede necesitar para que puedan compilarse antes de la entrega.\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\">¿Qué es un PSDB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Una Base de Datos de Shaders Precompilados que contiene programas de shader ya compilados para un entorno de hardware y controlador objetivo.\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\">¿ASD elimina todo el tartamudeo de shaders?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No automáticamente. Los estados de shader faltantes, entornos no compatibles o contenido nuevo del juego aún pueden requerir compilación local.\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\">¿ASD es lo mismo que una caché de shaders local?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Una caché local se crea después de que tu PC compila los shaders. ASD intenta entregar datos de shaders compilados antes de que ejecutes el juego.\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\">¿Advanced Shader Delivery aumenta los FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Su propósito principal es una preparación de shaders más rápida y menos picos de tiempo de fotograma relacionados con la compilación, no FPS más altos en estado estable.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-82\">Glosario\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\">Términos clave de entrega de shaders\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\">Un programa de GPU utilizado para gráficos o trabajo de cómputo como iluminación, materiales y posprocesamiento.\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\">Compilación de shaders\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Convertir código de shader en una forma ejecutable específica para la GPU que el controlador y el hardware pueden ejecutar.\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\">Base de Datos de Objetos de Estado que contiene información de estado de shader recopilada o generada para un juego.\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\">Base de Datos de Shaders Precompilados que contiene datos de shader compilados con antelación para un entorno objetivo.\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\">Compilación JIT\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Compilación justo a tiempo realizada cuando un shader se necesita por primera vez durante el inicio o el juego.\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\">Límite de Disponibilidad de Shaders\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que describe cuándo un shader puede servirse desde datos precompilados entregados y cuándo todavía se requiere compilación local.\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\">Prueba de Diagnóstico de Tartamudeo de Shaders\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flujo de trabajo de Figure Rocks para separar los bloqueos de compilación de shaders de otras causas de picos de tiempo de fotograma.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Fuentes primarias\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\">Documentación oficial de Windows que cubre el flujo de trabajo de SODB a PSDB, beneficios y modelo de plataforma actual.\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 — Presentamos Advanced Shader Delivery\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explicación oficial de la arquitectura que cubre la compilación local de shaders, SODB, PSDB y distribución en tiendas.\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 en GDC 2026\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Actualización oficial para desarrolladores de 2026 que cubre la integración de SODB, identidad de la aplicación, estadísticas y flujo de trabajo de Xbox Partner Center.\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 se expande con AMD\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Actualización oficial de disponibilidad de 2026 que cubre Windows 11, compatibilidad con AMD RDNA, distribución en la aplicación de PC Xbox y mediciones de Forza Horizon 6.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1202},1790406713307,[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},"El tartamudeo de los shaders en PC existe porque un juego a menudo no puede usar un shader hasta que ese shader ha sido compilado para el entorno exacto de GPU y controlador que ejecuta el juego. Microsoft Advanced Shader Delivery cambia dónde ocurre esa compilación: en lugar de esperar al PC del jugador, el trabajo puede realizarse con antelación y los datos del shader compilado pueden llegar con el juego.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"24a1733ca8",{"body":549,"title":550,"variant":551},"\u003Cstrong>Advanced Shader Delivery no hace que los shaders desaparezcan.\u003C\u002Fstrong> Traslada gran parte del trabajo de compilación fuera del PC del jugador. Un juego proporciona información del estado de los shaders, la plataforma crea bases de datos de shaders precompilados específicas para el hardware, y la tienda entrega los datos compilados correctos al jugador.","Respuesta directa","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a3661d84",{"body":557,"title":558,"variant":559},"Advanced Shader Delivery está disponible a través de la aplicación Xbox para PC en sistemas Windows 11 compatibles y actualmente cuenta con soporte documentado para AMD RDNA. Microsoft afirma que el soporte de hardware más amplio sigue expandiéndose.","Estado actual en 2026","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Contenido",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"629087889e",{"text":571,"level":47},"Por qué los juegos de PC compilan shaders en primer lugar","header",{},{"id":575,"data":576,"type":544,"tunes":578},"598e794c99",{"text":577},"Un shader es un pequeño programa de GPU utilizado para tareas de renderizado como iluminación, materiales, sombras, posprocesamiento y otros trabajos gráficos.",{},{"id":580,"data":581,"type":544,"tunes":583},"72d7b4a8a7",{"text":582},"El juego normalmente distribuye el código del shader en una forma intermedia. Antes de que la GPU pueda ejecutarlo eficientemente, el controlador gráfico compila ese código en una forma específica para el hardware.",{},{"id":585,"data":586,"type":544,"tunes":588},"dc6d594d0a",{"text":587},"En una consola, el hardware objetivo y el entorno del controlador son mucho más predecibles. En un PC con Windows, el juego puede ejecutarse en muchos modelos de GPU, versiones de controladores y configuraciones del sistema.",{},{"id":590,"data":591,"type":544,"tunes":593},"66bff5badb",{"text":592},"Esa matriz de hardware es la razón por la que la compilación de shaders en PC es más difícil de preparar completamente con antelación.",{},{"id":595,"data":596,"type":572,"tunes":598},"9d6edb14c9",{"text":597,"level":47},"De dónde viene el tartamudeo de shaders",{},{"id":600,"data":601,"type":544,"tunes":603},"ed90f5091b",{"text":602},"Si el juego encuentra un shader que aún no está compilado, el controlador puede tener que compilarlo mientras el juego se está ejecutando.",{},{"id":605,"data":606,"type":544,"tunes":608},"7551ab324d",{"text":607},"Ese trabajo puede interrumpir el flujo normal de fotogramas. El resultado puede ser un pequeño tirón incluso cuando el FPS promedio es alto.",{},{"id":610,"data":611,"type":544,"tunes":613},"a75fc2b3d4",{"text":612},"Una vez que el shader compilado se ha almacenado en caché, el mismo tirón puede no volver a ocurrir hasta que la caché se invalide o se necesiten nuevas combinaciones de shaders.",{},{"id":615,"data":616,"type":621,"tunes":622},"6aed79503f",{"url":617,"title":618,"excerpt":619,"ctaLabel":620},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1% y tartamudeo explicados","Por qué el FPS promedio puede parecer saludable mientras unos pocos fotogramas largos hacen que el juego se sienta irregular.","Leer la guía de tiempo de fotograma","referralArticle",{},{"id":624,"data":625,"type":572,"tunes":627},"6417a8a29e",{"text":626,"level":47},"La ruta normal de compilación de shaders",{},{"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. El juego distribuye el código fuente o los datos intermedios del shader","El paquete contiene lo que el controlador necesita para crear programas específicos para la GPU.",{"label":636,"description":637},"2. El jugador inicia el juego","El sistema aún no tiene todas las variantes de shaders compilados en caché.",{"label":639,"description":640},"3. El controlador compila los shaders localmente","La compilación ocurre al inicio, durante una pantalla de precompilación dedicada, o justo a tiempo durante el juego.",{"label":642,"description":643},"4. Los shaders compilados se almacenan en caché","Las ejecuciones futuras pueden reutilizar los resultados mientras la caché siga siendo válida.",{"label":645,"description":646},"5. Los cambios en el controlador o el juego pueden invalidar la caché","El sistema puede necesitar compilar de nuevo después de actualizaciones relevantes.","Sin Advanced Shader Delivery","auto","processFlow",{},{"id":652,"data":653,"type":572,"tunes":655},"873418b9cd",{"text":654,"level":47},"Qué cambia Advanced Shader Delivery",{},{"id":657,"data":658,"type":544,"tunes":660},"2d58ee74cb",{"text":659},"Advanced Shader Delivery traslada el costoso paso de compilación a una canalización de distribución.",{},{"id":662,"data":663,"type":544,"tunes":665},"265d255da5",{"text":664},"El juego proporciona una descripción estandarizada de los objetos de estado de shader que puede necesitar. Microsoft llama a esa colección una Base de Datos de Objetos de Estado, o SODB.",{},{"id":667,"data":668,"type":544,"tunes":670},"816925a31d",{"text":669},"La plataforma combina esos datos del juego con un compilador de shaders separado para el entorno de hardware y controlador correspondiente para producir una Base de Datos de Shaders Precompilados, o PSDB.",{},{"id":672,"data":673,"type":544,"tunes":675},"0f09842033",{"text":674},"La PSDB se puede distribuir luego a través de la tienda junto con el juego.",{},{"id":677,"data":678,"type":572,"tunes":680},"9ce7e91c28",{"text":679,"level":47},"El flujo de trabajo SODB → PSDB",{},{"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. El juego crea una SODB","El desarrollador recopila la información de objetos de estado necesaria para describir los shaders del juego.",{"label":689,"description":690},"2. La SODB se envía con el juego","La base de datos de estados de shader pasa a formar parte del flujo de trabajo de distribución.",{"label":692,"description":693},"3. La compilación específica para el hardware ocurre con antelación","El compilador de shaders produce la forma compilada correcta para una GPU y un entorno de controlador compatibles.",{"label":695,"description":696},"4. Se produce una PSDB","La Base de Datos de Shaders Precompilados contiene datos de shaders compilados para ese entorno de destino.",{"label":698,"description":699},"5. La tienda entrega la PSDB","La base de datos de shaders compilados llega con la descarga del juego o junto a ella.",{"label":701,"description":702},"6. Windows registra los shaders compilados","Cuando el juego se inicia, muchos shaders ya pueden estar presentes en lugar de compilarse localmente.","Cómo funciona la Entrega Avanzada de Shaders",{},{"id":706,"data":707,"type":552,"tunes":711},"1fcbe512dc",{"body":708,"title":709,"variant":710},"\u003Cstrong>SODB = lo que el juego puede necesitar.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilador = lo convierte en programas de GPU específicos para el hardware.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = el resultado compilado.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Tienda = lo entrega antes de que juegues.\u003C\u002Fstrong>","El modelo mental más simple","success",{},{"id":713,"data":714,"type":572,"tunes":716},"ac158345e6",{"text":715,"level":47},"Por qué esto es más difícil en PC que en consola",{},{"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","Objetivo de hardware",[13,13],{"id":726,"label":727,"values":728},"driver","Entorno de controlador",[13,13],{"id":730,"label":731,"values":732},"compile","Precompilación",[13,13],{"id":734,"label":735,"values":736},"cache","Estabilidad de la caché",[13,13],"Preparación de shaders en consola vs PC","table",[740,743],{"id":741,"label":742},"console","Consola",{"id":744,"label":745},"pc","PC con Windows","comparison",{},{"id":749,"data":750,"type":572,"tunes":752},"284835a743",{"text":751,"level":47},"Por qué una actualización de controlador puede importar",{},{"id":754,"data":755,"type":544,"tunes":757},"348a23401d",{"text":756},"Los shaders compilados no son completamente independientes del controlador de gráficos.",{},{"id":759,"data":760,"type":544,"tunes":762},"7c4efce81d",{"text":761},"Una actualización de controlador puede cambiar el compilador o invalidar datos de caché compilados previamente.",{},{"id":764,"data":765,"type":544,"tunes":767},"fb009b6277",{"text":766},"La arquitectura de Entrega Avanzada de Shaders de Microsoft está diseñada para detectar ese cambio de entorno y actualizar los datos de shaders precompilados en lugar de dejar que el jugador reconstruya todo manualmente.",{},{"id":769,"data":770,"type":572,"tunes":772},"428a0ec70d",{"text":771,"level":47},"¿Significa esto que las pantallas de compilación de shaders desaparecen?",{},{"id":774,"data":775,"type":544,"tunes":777},"4aa0142d15",{"text":776},"Potencialmente muchas de ellas pueden volverse mucho más cortas o innecesarias, pero la Entrega Avanzada de Shaders no garantiza que todas las esperas relacionadas con shaders desaparezcan.",{},{"id":779,"data":780,"type":544,"tunes":782},"90741fcfd5",{"text":781},"La calidad de la SODB importa. Si el juego no logra describir combinaciones de shaders que se necesitan después, esos casos faltantes aún pueden requerir trabajo local.",{},{"id":784,"data":785,"type":544,"tunes":787},"c5a2b190ed",{"text":786},"Las actualizaciones del juego también pueden introducir nuevos estados de shader que necesitan nuevos datos precompilados.",{},{"id":789,"data":790,"type":552,"tunes":794},"89507e115a",{"body":791,"title":792,"variant":793},"La Entrega Avanzada de Shaders puede eliminar una gran clase de trabajo de compilación en tiempo de ejecución, pero solo para los estados de shader que se han capturado, compilado y distribuido correctamente.","Precompilado no significa completo","warning",{},{"id":796,"data":797,"type":572,"tunes":799},"8bbaf279d1",{"text":798,"level":47},"El límite de disponibilidad de shaders",{},{"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","Estado del shader",[13,13],{"id":809,"label":723,"values":810},"target",[13,13],{"id":812,"label":813,"values":814},"version","Versión del juego",[13,13],{"id":816,"label":817,"values":818},"delivery","Distribución",[13,13],"¿Qué decide si el juego puede evitar la compilación local?",[821,824],{"id":822,"label":823},"covered","Cubierto por ASD",{"id":825,"label":826},"missing","Fuera de la base de datos entregada",{},{"id":829,"data":830,"type":572,"tunes":832},"e941fa79d5",{"text":831,"level":47},"Qué significan realmente los números del 90% y 95% de Microsoft",{},{"id":834,"data":835,"type":544,"tunes":837},"0118140982",{"text":836},"Microsoft dice que Advanced Shader Delivery puede reducir el tiempo de carga relacionado con shaders hasta en un 90% en escenarios compatibles.",{},{"id":839,"data":840,"type":544,"tunes":842},"c3971ea047",{"text":841},"Para Forza Horizon 6, Microsoft reportó un ejemplo interno específico donde la carga se redujo de casi 1.5 minutos a unos 4 segundos en un sistema Ryzen 7 5800 con una Radeon RX 7600, lo que describió como un ahorro de tiempo de aproximadamente el 95%.",{},{"id":844,"data":845,"type":544,"tunes":847},"7670e213a0",{"text":846},"Esas cifras no deben interpretarse como una garantía universal para cada juego, GPU o pantalla de carga.",{},{"id":849,"data":850,"type":572,"tunes":852},"839c0e3988",{"text":851,"level":47},"La prueba de diagnóstico de stutter por shaders",{},{"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. Repite la misma escena","Si el tirón ocurre una vez y desaparece en la segunda ejecución, el calentamiento de la caché es una pista fuerte.",{"label":861,"description":862},"2. Compara después de borrar o invalidar la caché de shaders","Un tirón que regresa puede indicar compilación de shaders en lugar de un cuello de botella de rendimiento permanente.",{"label":864,"description":865},"3. Revisa los picos de tiempo de fotograma","El stutter por shaders aparece como fotogramas individuales largos, no solo como un FPS promedio estable más bajo.",{"label":867,"description":868},"4. Separa el streaming de assets de la compilación de shaders","Ambos pueden producir stutter al desplazarse, pero son canalizaciones diferentes.",{"label":870,"description":871},"5. Revisa las actualizaciones del juego y del controlador","Una nueva actualización puede invalidar o ampliar las cachés de shaders.",{"label":873,"description":874},"6. Busca el estado de ASD","En los títulos compatibles de la aplicación Xbox para PC, la ventana de inicio puede indicar que se instalaron shaders precompilados.","Cómo saber si un tirón es realmente compilación de shaders",{},{"id":878,"data":879,"type":572,"tunes":881},"f769a5fe57",{"text":880,"level":47},"El stutter por shaders no es lo mismo que el stutter por streaming de assets",{},{"id":883,"data":884,"type":544,"tunes":886},"a97fc94605",{"text":885},"Ambos problemas pueden crear un tirón al entrar en una nueva área, lo que hace que sean fáciles de confundir.",{},{"id":888,"data":889,"type":544,"tunes":891},"ad12701b27",{"text":890},"La compilación de shaders se trata de crear programas de GPU ejecutables. El streaming de assets se trata de mover texturas, geometría y otro contenido a memoria utilizable.",{},{"id":893,"data":894,"type":544,"tunes":896},"b94a2dd59f",{"text":895},"Advanced Shader Delivery apunta al primer problema. DirectStorage apunta a la segunda canalización.",{},{"id":898,"data":899,"type":621,"tunes":904},"a9dfa4c70c",{"url":900,"title":901,"excerpt":902,"ctaLabel":903},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 no hace que tu SSD descomprima juegos: qué hacen realmente Zstd y la descompresión por GPU","Una mirada aparte a la ruta de carga de assets: lecturas de SSD, programación de DirectStorage y descompresión por CPU\u002FGPU.","Lee la guía de DirectStorage",{},{"id":906,"data":907,"type":572,"tunes":909},"4dd6f52499",{"text":908,"level":47},"Por qué importa la tienda",{},{"id":911,"data":912,"type":544,"tunes":914},"ce08ac7263",{"text":913},"Advanced Shader Delivery no es solo una característica de la API Direct3D.",{},{"id":916,"data":917,"type":544,"tunes":919},"a0ab668bcb",{"text":918},"El sistema depende de un servicio de distribución que sabe qué versión del juego, entorno de GPU y base de datos compilada van juntos.",{},{"id":921,"data":922,"type":544,"tunes":924},"4eb480c656",{"text":923},"Por eso la implementación actual de Microsoft está vinculada a la distribución de la aplicación Xbox para PC en lugar de ser algo que un jugador individual simplemente active globalmente.",{},{"id":926,"data":927,"type":572,"tunes":929},"b8693ba872",{"text":928,"level":47},"Por qué esto no es solo otra caché de shaders",{},{"id":931,"data":932,"type":544,"tunes":934},"4af48bdc6c",{"text":933},"Una caché de shaders local normal se construye después de que tu propia máquina ya haya pagado el costo de compilación.",{},{"id":936,"data":937,"type":544,"tunes":939},"8c45dac918",{"text":938},"Advanced Shader Delivery intenta entregar ese estado compilado útil antes de que el costo llegue a tu máquina.",{},{"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","Cuándo ocurre la compilación",[13,13],{"id":949,"label":950,"values":951},"cost","Quién paga el costo de compilación inicial",[13,13],{"id":953,"label":954,"values":955},"first-run","Comportamiento en la primera ejecución",[13,13],{"id":957,"label":958,"values":959},"stutter","Stutter de shaders JIT",[13,13],"Caché de shaders local vs Advanced Shader Delivery",[962,965],{"id":963,"label":964},"local","Caché de shaders local",{"id":966,"label":967},"asd","Advanced Shader Delivery",{},{"id":970,"data":971,"type":572,"tunes":973},"76cff75952",{"text":972,"level":47},"Lo que los desarrolladores realmente tienen que hacer",{},{"id":975,"data":976,"type":544,"tunes":978},"bfaa3db2d6",{"text":977},"El juego todavía tiene que exponer suficiente información para que la plataforma construya una base de datos útil.",{},{"id":980,"data":981,"type":544,"tunes":983},"ed2d5b8b93",{"text":982},"El flujo de trabajo actual de Microsoft pide a los desarrolladores recopilar o generar programáticamente un SODB, probarlo compilando un PSDB localmente y enviar el SODB a través del pipeline de la tienda.",{},{"id":985,"data":986,"type":544,"tunes":988},"186600f899",{"text":987},"Agility SDK 1.619 también introdujo APIs de identidad de aplicación y estadísticas para que los desarrolladores puedan identificar el título de manera consistente y medir qué tan efectivamente se está usando un PSDB.",{},{"id":990,"data":991,"type":572,"tunes":993},"da7b0ce8b5",{"text":992,"level":47},"¿Qué hardware funciona hoy?",{},{"id":995,"data":996,"type":544,"tunes":998},"e2e43ce998",{"text":997},"La actualización de junio de 2026 de Microsoft enumera Windows 11 versión 24H2 o posterior, la versión requerida de Xbox Gaming Services, hardware AMD Radeon basado en RDNA 1 hasta RDNA 4, y AMD Adrenalin 26.6.1 o posterior para la ruta actualmente documentada de la aplicación Xbox para PC.",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"7c82f021e1",{"text":1002},"Microsoft también ha dicho que está trabajando con Intel y otros fabricantes de hardware, y que el soporte se expandirá a más dispositivos.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"9e9a02e41c",{"text":1007},"Eso significa que Advanced Shader Delivery debe tratarse como una característica de plataforma en expansión en lugar de una capacidad universal de Windows en todas las GPU hoy.",{},{"id":1010,"data":1011,"type":572,"tunes":1013},"bd182f72b0",{"text":1012,"level":47},"Por qué esto importa más que otra característica de FPS",{},{"id":1015,"data":1016,"type":544,"tunes":1018},"9decb9c1b9",{"text":1017},"El escalado y la generación de fotogramas mejoran la salida del pipeline de renderizado después de que el juego ya está en ejecución.",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"64eec31a18",{"text":1022},"Advanced Shader Delivery ataca un problema de calidad diferente: un pico en el tiempo de fotograma causado por preparar programas de GPU en el momento equivocado.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"a6a0db382e",{"text":1027},"Por eso el beneficio puede ser visible incluso cuando el FPS promedio no cambia en absoluto.",{},{"id":1030,"data":1031,"type":572,"tunes":1033},"09bde21a8d",{"text":1032,"level":47},"¿Qué cambiaría esta respuesta?",{},{"id":1035,"data":1036,"type":544,"tunes":1038},"b0e7ca01a4",{"text":1037},"El límite móvil más grande es el soporte del ecosistema.",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"537568c224",{"text":1042},"Microsoft todavía está expandiendo Advanced Shader Delivery a través de GPU, flujos de trabajo de tiendas e integraciones de motores de juego. Por lo tanto, los requisitos de hardware y las rutas de distribución compatibles pueden cambiar rápidamente.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"fe24516c11",{"text":1047},"Una implementación futura integrada ampliamente en las principales tiendas de PC podría hacer que la entrega de shaders precompilados sea mucho más transparente para los jugadores de lo que es hoy.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"0e31e2d54d",{"text":1052,"level":47},"Limitaciones",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"a7881e11e1",{"text":1057},"Este artículo describe la arquitectura documentada de Advanced Shader Delivery de Microsoft y la compatibilidad actual de la aplicación de PC Windows\u002FXbox a septiembre de 2026.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"71ebc16fda",{"text":1062},"Los ahorros de tiempo de carga reportados por Microsoft son mediciones de proveedores de escenarios compatibles específicos. No deben tratarse como garantías de rendimiento universales.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"f7a38af5be",{"text":1067,"level":47},"Conclusión",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"f1308f3e80",{"text":1072},"Advanced Shader Delivery resuelve un problema simple con una respuesta a nivel de plataforma.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"b102a861bb",{"text":1077},"Un juego de PC necesita shaders compilados específicos para la GPU. Compilarlos en la máquina del jugador puede causar largos primeros lanzamientos y tartamudeo justo a tiempo. ASD captura lo que el juego necesita, lo compila con antelación para el entorno objetivo y entrega el resultado a través de la tienda.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"da805fabf0",{"text":1082},"El shader todavía existe. La compilación todavía ocurre. El cambio importante es que ocurre antes de que el jugador lo necesite.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"0354b8daaf",{"text":1087,"level":47},"Preguntas frecuentes",{},{"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","Una tecnología de Direct3D 12 de Windows 11 que precompila shaders con antelación y los entrega con el juego en lugar de compilar todo en el PC del jugador.","¿Qué es Advanced Shader Delivery?",{"id":1098,"answer":1099,"question":1100},"faq2","Una Base de Datos de Objetos de Estado que describe los estados de shader que un juego puede necesitar para que puedan compilarse antes de la entrega.","¿Qué es un SODB?",{"id":1102,"answer":1103,"question":1104},"faq3","Una Base de Datos de Shaders Precompilados que contiene programas de shader ya compilados para un entorno de hardware y controlador objetivo.","¿Qué es un PSDB?",{"id":1106,"answer":1107,"question":1108},"faq4","No automáticamente. Los estados de shader faltantes, entornos no compatibles o contenido nuevo del juego aún pueden requerir compilación local.","¿ASD elimina todo el tartamudeo de shaders?",{"id":1110,"answer":1111,"question":1112},"faq5","No. Una caché local se crea después de que tu PC compila los shaders. ASD intenta entregar datos de shaders compilados antes de que ejecutes el juego.","¿ASD es lo mismo que una caché de shaders local?",{"id":1114,"answer":1115,"question":1116},"faq6","Su propósito principal es una preparación de shaders más rápida y menos picos de tiempo de fotograma relacionados con la compilación, no FPS más altos en estado estable.","¿Advanced Shader Delivery aumenta los FPS?","Advanced Shader Delivery en lenguaje sencillo","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"8733f298cd",{"text":1123,"level":47},"Glosario",{},{"id":1126,"data":1127,"type":1158,"tunes":1159},"407257a6d1",{"title":1128,"entries":1129},"Términos clave de entrega de shaders",[1130,1134,1138,1142,1146,1150,1154],{"term":1131,"anchor":1132,"definition":1133},"Shader","shader","Un programa de GPU utilizado para gráficos o trabajo de cómputo como iluminación, materiales y posprocesamiento.",{"term":1135,"anchor":1136,"definition":1137},"Compilación de shaders","shader-compilation","Convertir código de shader en una forma ejecutable específica para la GPU que el controlador y el hardware pueden ejecutar.",{"term":1139,"anchor":1140,"definition":1141},"SODB","sodb","Base de Datos de Objetos de Estado que contiene información de estado de shader recopilada o generada para un juego.",{"term":1143,"anchor":1144,"definition":1145},"PSDB","psdb","Base de Datos de Shaders Precompilados que contiene datos de shader compilados con antelación para un entorno objetivo.",{"term":1147,"anchor":1148,"definition":1149},"Compilación JIT","jit-compilation","Compilación justo a tiempo realizada cuando un shader se necesita por primera vez durante el inicio o el juego.",{"term":1151,"anchor":1152,"definition":1153},"Límite de Disponibilidad de Shaders","shader-availability-boundary","Un modelo de Figure Rocks que describe cuándo un shader puede servirse desde datos precompilados entregados y cuándo todavía se requiere compilación local.",{"term":1155,"anchor":1156,"definition":1157},"Prueba de Diagnóstico de Tartamudeo de Shaders","shader-stutter-diagnosis-test","Un flujo de trabajo de Figure Rocks para separar los bloqueos de compilación de shaders de otras causas de picos de tiempo de fotograma.","glossary",{},{"id":1161,"data":1162,"type":572,"tunes":1164},"3ab856f2b4",{"text":1163,"level":47},"Fuentes primarias",{},{"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","Documentación oficial de Windows que cubre el flujo de trabajo de SODB a PSDB, beneficios y modelo de plataforma actual.","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 — Presentamos Advanced Shader Delivery","Explicación oficial de la arquitectura que cubre la compilación local de shaders, SODB, PSDB y distribución en tiendas.",{},{"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 en GDC 2026","Actualización oficial para desarrolladores de 2026 que cubre la integración de SODB, identidad de la aplicación, estadísticas y flujo de trabajo de Xbox Partner Center.",{},{"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 se expande con AMD","Actualización oficial de disponibilidad de 2026 que cubre Windows 11, compatibilidad con AMD RDNA, distribución en la aplicación de PC Xbox y mediciones de Forza Horizon 6.",{},"2.31","El tartamudeo de shaders ocurre cuando un juego de PC tiene que compilar programas de GPU en el momento equivocado. Microsoft Advanced Shader Delivery traslada gran parte de ese trabajo fuera del PC del jugador al preparar shaders específicos para el hardware con antelación y entregarlos junto con el juego.","\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,"Tirones de sombreadores","shader-stutter",{"id":1226,"name":1135,"slug":1136},236,{"id":1228,"name":1229,"slug":1230},328,"Identificar el tipo de tirón","identify-stutter-type",{"id":1232,"name":1233,"slug":1234},253,"Frecuencia de actualización y claridad","refresh-and-clarity",{"id":1236,"name":1237,"slug":1238},251,"Desenfoque y persistencia","blur-and-persistence",{"id":1240,"name":1241,"slug":1242},137,"Ajustes que importan","settings-that-matter",{"id":283,"login":1244,"email":1245,"displayName":1246},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1248,1773],{"lang":8,"title":1249,"content":1250,"contentJson":1251,"excerpt":1772},"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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Delivery\",\"layout\":\"table\",\"columns\":[{\"id\":\"local\",\"label\":\"Local shader cache\"},{\"id\":\"asd\",\"label\":\"Advanced Shader Delivery\"}],\"rows\":[{\"id\":\"when\",\"label\":\"When compilation happens\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Who pays the initial compile cost\",\"values\":[\"\",\"\"]},{\"id\":\"first-run\",\"label\":\"First-run behavior\",\"values\":[\"\",\"\"]},{\"id\":\"stutter\",\"label\":\"JIT shader stutter\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"76cff75952\",\"type\":\"header\",\"data\":{\"text\":\"What developers actually have to do\",\"level\":2},\"tunes\":{}},{\"id\":\"bfaa3db2d6\",\"type\":\"paragraph\",\"data\":{\"text\":\"The game still has to expose enough information for the platform to build a useful database.\"},\"tunes\":{}},{\"id\":\"ed2d5b8b93\",\"type\":\"paragraph\",\"data\":{\"text\":\"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.\"},\"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":1771},1790406603890,[1254,1258,1263,1268,1272,1276,1280,1284,1288,1292,1296,1300,1304,1308,1315,1319,1339,1343,1347,1351,1355,1359,1363,1386,1391,1395,1417,1421,1425,1429,1433,1437,1441,1445,1449,1454,1458,1479,1483,1487,1491,1495,1499,1522,1526,1530,1534,1538,1545,1549,1553,1557,1561,1565,1569,1573,1594,1598,1602,1606,1610,1614,1618,1622,1626,1630,1634,1638,1642,1646,1650,1654,1658,1662,1666,1670,1674,1678,1682,1686,1690,1713,1717,1740,1744,1750,1757,1764],{"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":1689},{"text":1688,"level":47},"FAQ",{},{"id":1090,"data":1691,"type":1118,"tunes":1712},{"items":1692,"title":1711},[1693,1696,1699,1702,1705,1708],{"id":1094,"answer":1694,"question":1695},"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":1697,"question":1698},"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":1700,"question":1701},"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1106,"answer":1703,"question":1704},"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":1706,"question":1707},"No. A local cache is created after your PC compiles shaders. ASD tries to deliver compiled shader data before you run the game.","Is ASD the same as a local shader cache?",{"id":1114,"answer":1709,"question":1710},"Its main purpose is faster shader preparation and fewer compilation-related frame-time spikes, not higher steady-state FPS.","Does Advanced Shader Delivery increase FPS?","Advanced Shader Delivery in plain English",{},{"id":1121,"data":1714,"type":572,"tunes":1716},{"text":1715,"level":47},"Glossary",{},{"id":1126,"data":1718,"type":1158,"tunes":1739},{"title":1719,"entries":1720},"Key shader-delivery terms",[1721,1723,1726,1728,1730,1733,1736],{"term":1131,"anchor":1132,"definition":1722},"A GPU program used for graphics or compute work such as lighting, materials and post-processing.",{"term":1724,"anchor":1136,"definition":1725},"Shader compilation","Turning shader code into a GPU-specific executable form that the driver and hardware can run.",{"term":1139,"anchor":1140,"definition":1727},"State Object Database containing shader-state information collected from or generated for a game.",{"term":1143,"anchor":1144,"definition":1729},"Precompiled Shader Database containing shader data compiled ahead of time for a target environment.",{"term":1731,"anchor":1148,"definition":1732},"JIT compilation","Just-in-time compilation performed when a shader is first needed during startup or gameplay.",{"term":1734,"anchor":1152,"definition":1735},"Shader Availability Boundary","A Figure Rocks model describing when a shader can be served from delivered precompiled data and when local compilation is still required.",{"term":1737,"anchor":1156,"definition":1738},"Shader-Stutter Diagnosis Test","A Figure Rocks workflow for separating shader-compilation hitches from other causes of frame-time spikes.",{},{"id":1161,"data":1741,"type":572,"tunes":1743},{"text":1742,"level":47},"Primary sources",{},{"id":1166,"data":1745,"type":1173,"tunes":1749},{"link":1168,"meta":1746},{"image":1747,"title":1171,"description":1748},{"url":13},"Official Windows documentation covering the SODB-to-PSDB workflow, benefits and current platform model.",{},{"id":1176,"data":1751,"type":1173,"tunes":1756},{"link":1178,"meta":1752},{"image":1753,"title":1754,"description":1755},{"url":13},"Microsoft DirectX — Introducing Advanced Shader Delivery","Official architecture explanation covering local shader compilation, SODB, PSDB and storefront distribution.",{},{"id":1185,"data":1758,"type":1173,"tunes":1763},{"link":1187,"meta":1759},{"image":1760,"title":1761,"description":1762},{"url":13},"Microsoft DirectX — Advanced Shader Delivery at GDC 2026","Official 2026 developer update covering SODB integration, application identity, statistics and Xbox Partner Center workflow.",{},{"id":1194,"data":1765,"type":1173,"tunes":1770},{"link":1196,"meta":1766},{"image":1767,"title":1768,"description":1769},{"url":13},"Microsoft DirectX — Advanced Shader Delivery expands with AMD","Official 2026 availability update covering Windows 11, AMD RDNA support, Xbox PC app distribution and Forza Horizon 6 measurements.",{},"2.31.6","Shader stutter happens when a PC game has to compile GPU programs at the wrong moment. Microsoft Advanced Shader Delivery moves much of that work off the player’s PC by preparing hardware-specific shaders ahead of time and delivering them with the 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Microsoft está añadiendo álgebra lineal acelerada por hardware directamente a HLSL y una ruta separada para modelos de ML más grandes, sentando las bases para texturas neuronales, materiales aprendidos, iluminación neuronal y otras técnicas de renderizado impulsadas por IA.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T15:12:00.000Z",{"id":2130,"slug":2131,"title":2132,"excerpt":2133,"featuredImage":2134,"publishedAt":2135},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR no es DLSS: cómo funciona el escalado por NPU sin integración en el juego","Windows Auto SR puede reescalar juegos compatibles sin integración de DLSS, FSR o XeSS. En lugar de ejecutar el modelo de reconstrucción dentro del juego en la GPU, Windows utiliza la NPU para reconstruir una imagen de mayor resolución a partir de un renderizado de menor resolución.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":2137,"slug":2138,"title":2139,"excerpt":2140,"featuredImage":14,"publishedAt":2141},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","Matriz de decisión HDR vs SDR: Cuándo ayuda el HDR y cuándo gana el SDR","El HDR no siempre es mejor. Usa esta sencilla matriz de decisión para elegir HDR o SDR por juego basándote en la legibilidad, la estabilidad y el comportamiento real de tu pantalla.","2026-02-21T05:20:00.000Z",{"id":2143,"slug":2144,"title":2145,"excerpt":2146,"featuredImage":2147,"publishedAt":2148},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1 % y stutter explicados","Un juego puede reportar 120, 144 o incluso 200 FPS y aun así sentirse tosco. Esta guía explica por qué el FPS promedio puede ocultar una mala entrega de fotogramas, cómo el tiempo de fotograma y los mínimos del 1 % exponen el tartamudeo, y cómo diagnosticar si la CPU, la GPU u otra parte de la cadena de procesamiento está causando el problema.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":2150,"slug":2151,"title":2152,"excerpt":2153,"featuredImage":14,"publishedAt":2154},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","Stutter de CPU vs Stutter de GPU vs Stutter de Shaders: Cómo saber qué tienes","No todos los tirones son iguales. Conoce los tres tipos comunes de tirones, cómo se sienten y la forma más rápida de diagnosticarlos antes de cambiar los ajustes.","2026-02-19T11:00:00.000Z",{"id":2156,"slug":2157,"title":2158,"excerpt":2159,"featuredImage":14,"publishedAt":2160},"176","shader-cache-basics-reduce-first-run-hitches-without-fake-tweaks","Conceptos básicos de la caché de sombreadores: reduzca los tirones en la primera ejecución sin ajustes falsos","Muchos tirones en la primera ejecución se deben a la compilación de sombreadores. Aprende qué es el caché de sombreadores, cómo identificar los tirones por sombreadores y qué ayuda sin ajustes placebo.","2026-02-20T15:00:00.000Z",{"id":2162,"slug":2163,"title":2164,"excerpt":2165,"featuredImage":2166,"publishedAt":2167},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone no es solo FSR 4: escalado, generación de fotogramas, regeneración de rayos y caché de radiancia explicados","El nombre de FSR de AMD cambió porque FSR ya no es una sola función. Redstone es ahora una suite de renderizado neuronal con tecnologías separadas para el escalado, la generación de fotogramas, la reconstrucción de trazado de rayos y la iluminación global aprendida.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T15:07:00.000Z",{"id":2169,"slug":2170,"title":2171,"excerpt":2172,"featuredImage":2173,"publishedAt":2174},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","El uso de VRAM no es un requisito de VRAM: por qué un medidor de memoria lleno no cuenta toda la historia","Ver 7,8 GB usados en una tarjeta gráfica de 8 GB puede parecer una prueba de que un juego se ha quedado sin VRAM. No es tan sencillo. Esta guía explica la capacidad de VRAM, los presupuestos de residencia, los conjuntos de trabajo, la memoria compartida y cómo determinar si la presión de memoria está causando realmente tirones.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z",{"id":2176,"slug":2177,"title":2178,"excerpt":2179,"featuredImage":14,"publishedAt":2180},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader Stutter: Por qué las primeras ejecuciones dan tirones y cómo reducirlo.","El stuttering de shaders ocurre cuando los nuevos efectos se compilan en tiempo real. Aprende a identificarlo rápido y las formas prácticas de reducir los tirones sin ajustes placebo.","2026-02-20T23:40:00.000Z",{"id":2182,"slug":2183,"title":2184,"excerpt":2185,"featuredImage":14,"publishedAt":2186},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Realidad del caché de sombreadores: qué soluciona, qué no y por qué vuelven los tirones","El caché de sombreadores puede reducir los tirones por compilación repetida, pero no solucionará los picos de CPU ni los tirones de streaming. Aprende qué hace realmente y cómo realizar pruebas correctamente.","2026-02-20T21:00:00.000Z",{"id":2188,"slug":2189,"title":2190,"excerpt":2191,"featuredImage":2192,"publishedAt":2193},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","¿Bajaste la configuración gráfica pero los FPS no mejoraron? 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