[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:fr":3,"post:shader-stutter-why-first-runs-hitch-and-how-to-reduce-it:fr":45,"public-menus:all":322,"related:post:shader-stutter-why-first-runs-hitch-and-how-to-reduce-it:fr:1":806},{"statusCode":4,"data":5,"message":44},200,{"tenantId":6,"lang":7,"defaultLang":8,"siteUrl":9,"contactEmail":10,"brandName":11,"logoUrl":12,"siteName":11,"siteDescription":13,"ogImage":14,"robotsIndex":15,"socialLinks":14,"reservedSlugs":14,"seoPolicy":16},"figure","fr","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":17,"relatedContent":18,"crossDomainLinks":19},{"logoUrl":12},{"enabled":15},[20,23,26,29,32,35,38,41],{"url":21,"label":22,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":24,"label":25,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fstajic.de","stajic.de",{"url":27,"label":28,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.com","bazify.com",{"url":30,"label":31,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.de","bazify.de",{"url":33,"label":34,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":36,"label":37,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":39,"label":40,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.at","bazify.at",{"url":42,"label":43,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",{"statusCode":4,"data":46,"message":321},{"id":47,"title":48,"slug":49,"content":50,"contentJson":51,"excerpt":143,"featuredImage":14,"featuredImageAlt":14,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":144,"status":145,"publishedAt":146,"createdAt":147,"updatedAt":148,"seoLocalePaths":149,"categories":158,"author":191,"translations":195},"237","Saccades de shaders : Pourquoi les premiers lancements saccadent et comment les réduire","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u003Cp>Le stuttering de shader est le problème classique du « premier passage médiocre, second passage meilleur ». De nouveaux effets se compilent et provoquent des saccades lorsque vous entrez dans de nouvelles zones ou déclenchez de nouveaux visuels. L'objectif est de réduire la compilation pendant le gameplay.\u003C\u002Fp>\n\u003Ch2>Identification rapide\u003C\u002Fh2>\n\u003Col>\u003Cli>Répétez le même trajet de caméra.\u003C\u002Fli>\u003Cli>Si les saccades diminuent après le premier passage, suspectez un stuttering de shader.\u003C\u002Fli>\u003Cli>Si les pics restent aléatoires, suspectez l'ordonnancement du CPU ou le streaming.\u003C\u002Fli>\u003C\u002Fol>\n\u003Ch2>Atténuation pratique\u003C\u002Fh2>\n\u003Cul>\u003Cli>Laissez le jeu compiler les shaders (préchauffage du premier lancement) quand c'est possible.\u003C\u002Fli>\u003Cli>Gardez vos pilotes à jour si la mise en cache des shaders s'améliore pour votre GPU.\u003C\u002Fli>\u003Cli>Utilisez une limite d'images stable pour réduire la sévérité perçue des saccades.\u003C\u002Fli>\u003Cli>Évitez les charges en arrière-plan lors des premières sessions.\u003C\u002Fli>\u003C\u002Ful>\n\u003Cp>Règle : le stuttering de shader est un problème de pipeline. Ne perdez pas des heures à ajuster les graphismes à l'aveugle.\u003C\u002Fp>\n\u003Ch2>Guides associés\u003C\u002Fh2>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\" 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\">Types de stuttering\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Identifiez rapidement le type.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\" 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\">Recettes de limitation d&#39;images\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Stabilisez le ressenti.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\" 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\">Analyse du stuttering lié au CPU\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Si ce ne sont pas les shaders.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\" 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\">Supprimer les charges en arrière-plan\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Réduisez les nuisances pendant les tests.\u003C\u002Fp>\u003C\u002Fa>",{"time":52,"blocks":53,"version":142},1771682625905,[54,60,67,79,84,95,100,105,115,124,133],{"id":55,"data":56,"type":58,"tunes":59},"p_ss_02",{"text":57},"Le stuttering de shader est le problème classique du « premier passage médiocre, second passage meilleur ». De nouveaux effets se compilent et provoquent des saccades lorsque vous entrez dans de nouvelles zones ou déclenchez de nouveaux visuels. L'objectif est de réduire la compilation pendant le gameplay.","paragraph",{},{"id":61,"data":62,"type":65,"tunes":66},"h2_ss_03",{"text":63,"level":64},"Identification rapide",2,"header",{},{"id":68,"data":69,"type":77,"tunes":78},"l_ss_04",{"meta":70,"items":72,"style":76},{"counterType":71},"numeric",[73,74,75],"Répétez le même trajet de caméra.","Si les saccades diminuent après le premier passage, suspectez un stuttering de shader.","Si les pics restent aléatoires, suspectez l'ordonnancement du CPU ou le streaming.","ordered","list",{},{"id":80,"data":81,"type":65,"tunes":83},"h2_ss_05",{"text":82,"level":64},"Atténuation pratique",{},{"id":85,"data":86,"type":77,"tunes":94},"l_ss_06",{"meta":87,"items":88,"style":93},{},[89,90,91,92],"Laissez le jeu compiler les shaders (préchauffage du premier lancement) quand c'est possible.","Gardez vos pilotes à jour si la mise en cache des shaders s'améliore pour votre GPU.","Utilisez une limite d'images stable pour réduire la sévérité perçue des saccades.","Évitez les charges en arrière-plan lors des premières sessions.","unordered",{},{"id":96,"data":97,"type":58,"tunes":99},"p_ss_07",{"text":98},"Règle : le stuttering de shader est un problème de pipeline. Ne perdez pas des heures à ajuster les graphismes à l'aveugle.",{},{"id":101,"data":102,"type":65,"tunes":104},"h2_rel_ss",{"text":103,"level":64},"Guides associés",{},{"id":106,"data":107,"type":113,"tunes":114},"lt_ss_1",{"link":108,"meta":109},"\u002Ffr\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":110,"title":111,"description":112},{"url":13},"Types de stuttering","Identifiez rapidement le type.","linkTool",{},{"id":116,"data":117,"type":113,"tunes":123},"lt_ss_2",{"link":118,"meta":119},"\u002Ffr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":120,"title":121,"description":122},{"url":13},"Recettes de limitation d'images","Stabilisez le ressenti.",{},{"id":125,"data":126,"type":113,"tunes":132},"lt_ss_3",{"link":127,"meta":128},"\u002Ffr\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":129,"title":130,"description":131},{"url":13},"Analyse du stuttering lié au CPU","Si ce ne sont pas les shaders.",{},{"id":134,"data":135,"type":113,"tunes":141},"lt_ss_4",{"link":136,"meta":137},"\u002Ffr\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":138,"title":139,"description":140},{"url":13},"Supprimer les charges en arrière-plan","Réduisez les nuisances pendant les tests.",{},"2.31","Les saccades liées aux shaders se produisent lorsque de nouveaux effets sont compilés en temps réel. Apprenez à les identifier rapidement et découvrez les moyens pratiques de réduire les saccades sans réglages placebo.",false,"PUBLISHED","2026-02-20T23:40:00.000Z","2026-02-20T14:48:28.131Z","2026-02-21T14:06:24.209Z",{"en":150,"de":151,"sr":152,"es":153,"fr":154,"it":155,"ru":156,"zh":157},"\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fde\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fsr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fes\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Ffr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fit\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fru\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fzh\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it",[159,163,167,171,175,179,183,187],{"id":160,"name":161,"slug":162},43,"Expérience","experience",{"id":164,"name":165,"slug":166},82,"Équipement","gear",{"id":168,"name":169,"slug":170},60,"Guides de stratégie","playbooks",{"id":172,"name":173,"slug":174},62,"Saccades de shaders","shader-stutter",{"id":176,"name":177,"slug":178},263,"Clinique du bégaiement","stutter-clinic",{"id":180,"name":181,"slug":182},327,"Corriger les saccades","fix-stutter-playbook",{"id":184,"name":185,"slug":186},328,"Identifier le type de saccade","identify-stutter-type",{"id":188,"name":189,"slug":190},329,"Corrections des saccades de shaders","shader-stutter-fixes",{"id":192,"login":193,"email":13,"displayName":194},"5","aleksandar","Aleksandar Stajic",[196,273],{"lang":8,"title":197,"content":198,"contentJson":199,"excerpt":272},"Shader Stutter: Why First Runs Hitch and How to Reduce It","{\"time\":1771682458996,\"blocks\":[{\"id\":\"p_ss_02\",\"type\":\"paragraph\",\"data\":{\"text\":\"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.\"},\"tunes\":{}},{\"id\":\"h2_ss_03\",\"type\":\"header\",\"data\":{\"text\":\"Fast Identification\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_04\",\"type\":\"list\",\"data\":{\"style\":\"ordered\",\"meta\":{\"counterType\":\"numeric\"},\"items\":[\"Repeat the same camera path.\",\"If hitches reduce after the first run, suspect shader stutter.\",\"If spikes remain random, suspect CPU scheduling or streaming.\"]},\"tunes\":{}},{\"id\":\"h2_ss_05\",\"type\":\"header\",\"data\":{\"text\":\"Practical Mitigation\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_06\",\"type\":\"list\",\"data\":{\"style\":\"unordered\",\"meta\":{},\"items\":[\"Let the game build shaders (first run warm-up) when possible.\",\"Keep drivers updated if shader caching improves for your GPU.\",\"Use a stable cap to reduce perceived hitch severity.\",\"Avoid background load during the first sessions.\"]},\"tunes\":{}},{\"id\":\"p_ss_07\",\"type\":\"paragraph\",\"data\":{\"text\":\"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.\"},\"tunes\":{}},{\"id\":\"h2_rel_ss\",\"type\":\"header\",\"data\":{\"text\":\"Related Guides\",\"level\":2},\"tunes\":{}},{\"id\":\"lt_ss_1\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Stutter Types\",\"description\":\"Identify the type fast.\"}},\"tunes\":{}},{\"id\":\"lt_ss_2\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Frame Cap Recipes\",\"description\":\"Stabilize feel.\"}},\"tunes\":{}},{\"id\":\"lt_ss_3\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"CPU-Bound Stutter Deep\",\"description\":\"If it’s not shaders.\"}},\"tunes\":{}},{\"id\":\"lt_ss_4\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Background Load Killers\",\"description\":\"Reduce noise while testing.\"}},\"tunes\":{}}],\"version\":\"2.31.1\"}",{"time":200,"blocks":201,"version":271},1771682458996,[202,206,210,218,222,231,235,239,247,255,263],{"id":55,"data":203,"type":58,"tunes":205},{"text":204},"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.",{},{"id":61,"data":207,"type":65,"tunes":209},{"text":208,"level":64},"Fast Identification",{},{"id":68,"data":211,"type":77,"tunes":217},{"meta":212,"items":213,"style":76},{"counterType":71},[214,215,216],"Repeat the same camera path.","If hitches reduce after the first run, suspect shader stutter.","If spikes remain random, suspect CPU scheduling or streaming.",{},{"id":80,"data":219,"type":65,"tunes":221},{"text":220,"level":64},"Practical Mitigation",{},{"id":85,"data":223,"type":77,"tunes":230},{"meta":224,"items":225,"style":93},{},[226,227,228,229],"Let the game build shaders (first run warm-up) when possible.","Keep drivers updated if shader caching improves for your GPU.","Use a stable cap to reduce perceived hitch severity.","Avoid background load during the first sessions.",{},{"id":96,"data":232,"type":58,"tunes":234},{"text":233},"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.",{},{"id":101,"data":236,"type":65,"tunes":238},{"text":237,"level":64},"Related Guides",{},{"id":106,"data":240,"type":113,"tunes":246},{"link":241,"meta":242},"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":243,"title":244,"description":245},{"url":13},"Stutter Types","Identify the type fast.",{},{"id":116,"data":248,"type":113,"tunes":254},{"link":249,"meta":250},"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":251,"title":252,"description":253},{"url":13},"Frame Cap Recipes","Stabilize feel.",{},{"id":125,"data":256,"type":113,"tunes":262},{"link":257,"meta":258},"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":259,"title":260,"description":261},{"url":13},"CPU-Bound Stutter Deep","If it’s not shaders.",{},{"id":134,"data":264,"type":113,"tunes":270},{"link":265,"meta":266},"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":267,"title":268,"description":269},{"url":13},"Background Load Killers","Reduce noise while testing.",{},"2.31.1","Shader stutter happens when new effects compile in real time. Learn how to identify it fast and the practical ways to reduce hitches without placebo tweaks.",{"lang":7,"title":48,"content":50,"contentJson":274,"excerpt":143},{"time":52,"blocks":275,"version":142},[276,279,282,287,290,295,298,301,306,311,316],{"id":55,"data":277,"type":58,"tunes":278},{"text":57},{},{"id":61,"data":280,"type":65,"tunes":281},{"text":63,"level":64},{},{"id":68,"data":283,"type":77,"tunes":286},{"meta":284,"items":285,"style":76},{"counterType":71},[73,74,75],{},{"id":80,"data":288,"type":65,"tunes":289},{"text":82,"level":64},{},{"id":85,"data":291,"type":77,"tunes":294},{"meta":292,"items":293,"style":93},{},[89,90,91,92],{},{"id":96,"data":296,"type":58,"tunes":297},{"text":98},{},{"id":101,"data":299,"type":65,"tunes":300},{"text":103,"level":64},{},{"id":106,"data":302,"type":113,"tunes":305},{"link":108,"meta":303},{"image":304,"title":111,"description":112},{"url":13},{},{"id":116,"data":307,"type":113,"tunes":310},{"link":118,"meta":308},{"image":309,"title":121,"description":122},{"url":13},{},{"id":125,"data":312,"type":113,"tunes":315},{"link":127,"meta":313},{"image":314,"title":130,"description":131},{"url":13},{},{"id":134,"data":317,"type":113,"tunes":320},{"link":136,"meta":318},{"image":319,"title":139,"description":140},{"url":13},{},"Post 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Utilisez cet ordre de réglage pratique pour conserver les détails et des hautes lumières lisibles sans scintillement.","2026-02-21T03:20:00.000Z",{"id":852,"slug":853,"title":854,"excerpt":855,"featuredImage":14,"publishedAt":856},"231","cpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible","Saccades liées au CPU en profondeur : Pourquoi les FPS peuvent sembler corrects mais le ressenti être horrible","Les pics de processeur créent des temps de trame irréguliers que vous ressentez comme des micro-saccades, une visée lourde et des mouvements incohérents. Apprenez à en reconnaître les signes et l'ordre des correctifs qui restaure une sensation de stabilité.","2026-02-21T00:34:00.000Z",{"id":858,"slug":859,"title":860,"excerpt":861,"featuredImage":14,"publishedAt":862},"239","console-120hz-traps-why-120-can-feel-worse-than-60","Pièges du 120 Hz sur console : Pourquoi le 120 peut sembler moins bon que le 60","120Hz ne donne une meilleure sensation que si la chaîne est correcte. Mauvais mode, mauvaise poignée de main de rafraîchissement, rythme instable ou VRR défectueux peuvent faire que 120Hz donne une pire sensation que 60Hz stable.","2026-02-21T01:40:00.000Z",{"id":864,"slug":865,"title":866,"excerpt":867,"featuredImage":868,"publishedAt":869},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","L'utilisation de la VRAM n'est pas une exigence de VRAM : pourquoi un indicateur de mémoire plein ne raconte pas toute l'histoire","Voir 7,8 Go utilisés sur une carte graphique de 8 Go peut sembler prouver qu'un jeu a épuisé sa VRAM. Ce n'est pas si simple. Ce guide explique la capacité de la VRAM, les budgets de résidence, les ensembles de travail, la mémoire partagée et comment déterminer si la pression mémoire est réellement à l'origine des saccades.","\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":871,"slug":872,"title":873,"excerpt":874,"featuredImage":14,"publishedAt":875},"230","vrr-range-basics-why-the-same-setup-feels-great-in-one-game-and-bad-in-another","Les bases de la plage VRR : pourquoi la même configuration est excellente dans un jeu et mauvaise dans un autre","Le VRR n'est pas magique. Si vos FPS se situent en dehors de la plage VRR, le ressenti devient irrégulier. Apprenez les bases de la plage, le rebond sur les limites et comment rester stable.","2026-02-21T03:40:00.000Z",{"id":877,"slug":878,"title":879,"excerpt":880,"featuredImage":14,"publishedAt":844},"222","ethernet-facts-for-gaming-cables-ports-and-the-myths-that-waste-money","Faits sur l'Ethernet pour le gaming : câbles, ports et les mythes qui font gaspiller de l'argent","L'Ethernet améliore la stabilité, mais vous n'avez pas besoin de câbles ‘gaming’ coûteux. Apprenez les faits pratiques sur les câbles\u002Fports qui comptent pour une régularité à faible latence.","fallback",[],[]]