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Microsoft Advanced Shader Delivery change l'endroit où cette compilation a lieu : au lieu d'attendre le PC du joueur, le travail peut être effectué à l'avance et les données de shader compilées peuvent arriver avec le jeu.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Advanced Shader Delivery ne fait pas disparaître les shaders.\u003C\u002Fstrong> Il déplace une grande partie du travail de compilation hors du PC du joueur. Un jeu fournit des informations sur l&#39;état des shaders, la plateforme construit des bases de données de shaders précompilés spécifiques au matériel, et la boutique en ligne livre les bonnes données compilées au joueur.\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\">Statut actuel en 2026\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery est disponible via l&#39;application Xbox PC pour les systèmes Windows 11 pris en charge et dispose actuellement d&#39;un support documenté pour AMD RDNA. Microsoft indique que la prise en charge matérielle plus large est encore en expansion.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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\">Pourquoi les jeux PC compilent des shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">D&#39;où viennent les saccades de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Le chemin normal de compilation des shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Ce que change Advanced Shader Delivery\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">Le pipeline SODB → PSDB\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Pourquoi c&#39;est plus difficile sur PC que sur console\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-27\" class=\"editorjs-toc__link\">Pourquoi une mise à jour de pilote peut compter\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Cela signifie-t-il que les écrans de compilation des shaders disparaissent ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">La frontière de disponibilité des shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Ce que signifient réellement les chiffres de 90 % et 95 % de Microsoft\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Le test de diagnostic du stutter de shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Le stutter de shader n&#39;est pas la même chose que le stutter de streaming d&#39;assets\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Pourquoi la boutique en ligne compte\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Pourquoi ce n&#39;est pas juste un autre cache de shaders\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Ce que les développeurs doivent réellement faire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Quel matériel fonctionne aujourd&#39;hui ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Pourquoi cela compte plus qu&#39;une autre fonctionnalité de FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui changerait cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Limitations\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-80\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Pourquoi les jeux PC compilent des shaders\u003C\u002Fh2>\n\u003Cp>Un shader est un petit programme GPU utilisé pour des tâches de rendu telles que l'éclairage, les matériaux, les ombres, le post-traitement et d'autres travaux graphiques.\u003C\u002Fp>\n\u003Cp>Le jeu est généralement livré avec le code de shader sous une forme intermédiaire. Avant que le GPU puisse l'exécuter efficacement, le pilote graphique compile ce code en une forme spécifique au matériel.\u003C\u002Fp>\n\u003Cp>Sur une console, le matériel cible et l'environnement de pilote sont beaucoup plus prévisibles. Sur un PC Windows, le jeu peut s'exécuter sur de nombreux modèles de GPU, versions de pilotes et configurations système.\u003C\u002Fp>\n\u003Cp>Cette matrice matérielle est la raison pour laquelle la compilation des shaders sur PC est plus difficile à préparer complètement à l'avance.\u003C\u002Fp>\n\u003Ch2 id=\"section-10\">D'où viennent les saccades de shaders\u003C\u002Fh2>\n\u003Cp>Si le jeu rencontre un shader qui n'est pas déjà compilé, le pilote peut devoir le compiler pendant que le jeu s'exécute.\u003C\u002Fp>\n\u003Cp>Ce travail peut interrompre le pipeline de frames normal. Le résultat peut être une brève saccade même lorsque le FPS moyen est élevé.\u003C\u002Fp>\n\u003Cp>Une fois le shader compilé mis en cache, la même saccade peut ne pas se reproduire jusqu'à ce que le cache soit invalidé ou que de nouvelles combinaisons de shaders soient nécessaires.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\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\">Pourquoi 120 FPS peuvent encore sembler mauvais : temps de frame, 1% lows et saccades expliqués\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Pourquoi le FPS moyen peut sembler sain alors que quelques frames longues rendent le jeu irrégulier.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide sur le temps de frame →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">Le chemin normal de compilation des shaders\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Sans 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. Le jeu livre le code source ou les données intermédiaires des shaders\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le package contient ce dont le pilote a besoin pour construire des programmes spécifiques au 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. Le joueur lance le jeu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le système n'a pas encore toutes les variantes de shaders compilées en cache.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Le pilote compile les shaders localement\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La compilation a lieu au démarrage, pendant un écran de précompilation dédié, ou juste à temps pendant le jeu.\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. Les shaders compilés sont mis en cache\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les exécutions futures peuvent réutiliser les résultats tant que le cache reste valide.\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. Les changements de pilote ou de jeu peuvent invalider le cache\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le système peut avoir besoin de recompiler après des mises à jour pertinentes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-17\">Ce que change Advanced Shader Delivery\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery déplace l'étape de compilation coûteuse dans un pipeline de distribution.\u003C\u002Fp>\n\u003Cp>Le jeu fournit une description standardisée des objets d'état de shader dont il peut avoir besoin. Microsoft appelle cette collection une State Object Database, ou SODB.\u003C\u002Fp>\n\u003Cp>La plateforme combine ces données de jeu avec un compilateur de shaders séparé pour l'environnement matériel et de pilote concerné afin de produire une Precompiled Shader Database, ou PSDB.\u003C\u002Fp>\n\u003Cp>La PSDB peut ensuite être distribuée via la boutique en ligne aux côtés du jeu.\u003C\u002Fp>\n\u003Ch2 id=\"section-22\">Le pipeline SODB → PSDB\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment fonctionne 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. Le jeu crée une SODB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le développeur collecte les informations d'état-objet nécessaires pour décrire les shaders du jeu.\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 est soumise avec le jeu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La base de données d'états de shader fait partie du flux de distribution.\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 compilation spécifique au matériel a lieu à l'avance\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le compilateur de shaders produit la forme compilée correcte pour un environnement GPU et pilote pris en charge.\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. Une PSDB est produite\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La Precompiled Shader Database contient les données de shader compilées pour cet environnement cible.\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 boutique en ligne livre la PSDB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La base de données de shaders compilés arrive avec ou aux côtés du téléchargement du jeu.\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 enregistre les shaders compilés\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Au démarrage du jeu, de nombreux shaders peuvent déjà être présents au lieu d'être compilés localement.\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\">Le modèle mental le plus simple\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SODB = ce dont le jeu peut avoir besoin.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilateur = le transforme en programmes GPU spécifiques au matériel.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = le résultat compilé.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Boutique en ligne = le livre avant que vous ne jouiez.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Pourquoi c'est plus difficile sur PC que sur console\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Préparation des shaders : console 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\">Console\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 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\">Cible matérielle\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\">Environnement de pilote\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\">Précompilation\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\">Stabilité du cache\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\">Pourquoi une mise à jour de pilote peut compter\u003C\u002Fh2>\n\u003Cp>Les shaders compilés ne sont pas complètement indépendants du pilote graphique.\u003C\u002Fp>\n\u003Cp>Une mise à jour de pilote peut modifier le compilateur ou invalider les données de cache précédemment compilées.\u003C\u002Fp>\n\u003Cp>L'architecture Advanced Shader Delivery de Microsoft est conçue pour détecter ce changement d'environnement et actualiser les données de shader précompilées au lieu de laisser le joueur tout reconstruire manuellement.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Cela signifie-t-il que les écrans de compilation des shaders disparaissent ?\u003C\u002Fh2>\n\u003Cp>Potentiellement, beaucoup d'entre eux peuvent devenir beaucoup plus courts ou inutiles, mais Advanced Shader Delivery ne garantit pas que toute attente liée aux shaders disparaisse.\u003C\u002Fp>\n\u003Cp>La qualité de la SODB compte. Si le jeu ne parvient pas à décrire des combinaisons de shaders qui sont nécessaires plus tard, ces cas manquants peuvent encore nécessiter un travail local.\u003C\u002Fp>\n\u003Cp>Les mises à jour du jeu peuvent également introduire de nouveaux états de shader qui nécessitent de nouvelles données précompilées.\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\">Précompilé ne signifie pas complet\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery peut éliminer une grande classe de travail de compilation à l&#39;exécution, mais uniquement pour les états de shader qui ont été capturés, compilés et distribués correctement.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-36\">La frontière de disponibilité des shaders\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qu&#39;est-ce qui détermine si le jeu peut éviter la compilation locale ?\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\">Couvert par 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\">Hors de la base de données livrée\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\">État du 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\">Cible matérielle\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\">Version du jeu\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\">Distribution\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\">Ce que signifient réellement les chiffres de 90 % et 95 % de Microsoft\u003C\u002Fh2>\n\u003Cp>Microsoft affirme qu'Advanced Shader Delivery peut réduire le temps de chargement lié aux shaders jusqu'à 90 % dans les scénarios pris en charge.\u003C\u002Fp>\n\u003Cp>Pour Forza Horizon 6, Microsoft a rapporté un exemple interne spécifique où le chargement est passé de près de 1,5 minute à environ 4 secondes sur un système Ryzen 7 5800 avec une Radeon RX 7600, ce qu'il a décrit comme une économie de temps d'environ 95 %.\u003C\u002Fp>\n\u003Cp>Ces chiffres ne doivent pas être interprétés comme une garantie universelle pour chaque jeu, GPU ou écran de chargement.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Le test de diagnostic du stutter de shader\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment déterminer si un à-coup est réellement une compilation de shader\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. Répétez la même scène\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si l'à-coup se produit une fois et disparaît à la deuxième exécution, le préchauffage du cache est un indice fort.\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. Comparez après avoir vidé ou invalidé le cache de shaders\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un à-coup qui réapparaît peut indiquer une compilation de shader plutôt qu'un goulot d'étranglement permanent des performances.\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. Vérifiez les pics de temps de frame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le stutter de shader se manifeste par de longues frames individuelles, pas simplement par un FPS moyen stable plus bas.\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. Séparez le streaming d'assets de la compilation de shaders\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les deux peuvent produire un stutter de traversée, mais ce sont des pipelines différents.\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. Vérifiez les mises à jour du jeu et des pilotes\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Une nouvelle mise à jour peut invalider ou étendre les caches 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. Recherchez le statut ASD\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Dans les titres pris en charge de l'application Xbox PC, la fenêtre de lancement peut indiquer que des shaders précompilés ont été installés.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Le stutter de shader n'est pas la même chose que le stutter de streaming d'assets\u003C\u002Fh2>\n\u003Cp>Les deux problèmes peuvent créer un à-coup lors de l'entrée dans une nouvelle zone, ce qui les rend faciles à confondre.\u003C\u002Fp>\n\u003Cp>La compilation de shaders consiste à créer des programmes GPU exécutables. Le streaming d'assets consiste à déplacer des textures, de la géométrie et d'autres contenus dans une mémoire utilisable.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery cible le premier problème. DirectStorage cible le second pipeline.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\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 ne fait pas décompresser vos jeux par votre SSD : ce que font réellement Zstd et la décompression GPU\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Un regard séparé sur le chemin de chargement des assets : lectures SSD, ordonnancement DirectStorage et décompression CPU\u002FGPU.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide DirectStorage →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-49\">Pourquoi la boutique en ligne compte\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery n'est pas seulement une fonctionnalité de l'API Direct3D.\u003C\u002Fp>\n\u003Cp>Le système dépend d'un service de distribution qui sait quelle version de jeu, quel environnement GPU et quelle base de données compilée vont ensemble.\u003C\u002Fp>\n\u003Cp>C'est pourquoi l'implémentation actuelle de Microsoft est liée à la distribution via l'application Xbox PC plutôt que d'être quelque chose qu'un joueur individuel active simplement globalement.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Pourquoi ce n'est pas juste un autre cache de shaders\u003C\u002Fh2>\n\u003Cp>Un cache de shaders local normal est construit après que votre propre machine a déjà payé le coût de compilation.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery tente de livrer cet état compilé utile avant que le coût n'atteigne votre machine.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cache 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\">Cache 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\">Quand la compilation a lieu\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\">Qui paie le coût de compilation initial\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\">Comportement au premier lancement\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\">Saccades 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\">Ce que les développeurs doivent réellement faire\u003C\u002Fh2>\n\u003Cp>Le jeu doit encore exposer suffisamment d'informations pour que la plateforme puisse construire une base de données utile.\u003C\u002Fp>\n\u003Cp>Le flux de travail actuel de Microsoft demande aux développeurs de collecter ou de générer par programmation un SODB, de le tester en compilant un PSDB localement, et de soumettre le SODB via le pipeline du storefront.\u003C\u002Fp>\n\u003Cp>Agility SDK 1.619 a également introduit des API d'identité d'application et de statistiques afin que les développeurs puissent identifier le titre de manière cohérente et mesurer l'efficacité d'utilisation d'un PSDB.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Quel matériel fonctionne aujourd'hui ?\u003C\u002Fh2>\n\u003Cp>La mise à jour de juin 2026 de Microsoft liste Windows 11 version 24H2 ou plus récente, la version requise des Xbox Gaming Services, le matériel AMD Radeon basé sur RDNA 1 à RDNA 4, et AMD Adrenalin 26.6.1 ou plus récent pour le chemin actuellement documenté de l'application Xbox PC.\u003C\u002Fp>\n\u003Cp>Microsoft a également déclaré travailler avec Intel et d'autres fabricants de matériel, et que la prise en charge s'étendra à davantage d'appareils.\u003C\u002Fp>\n\u003Cp>Cela signifie qu'Advanced Shader Delivery doit être considéré comme une fonctionnalité de plateforme en expansion plutôt qu'une capacité Windows universelle sur chaque GPU aujourd'hui.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Pourquoi cela compte plus qu'une autre fonctionnalité de FPS\u003C\u002Fh2>\n\u003Cp>L'upscaling et la génération d'images améliorent la sortie du pipeline de rendu une fois que le jeu est déjà en cours d'exécution.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery s'attaque à un problème de qualité différent : un pic de temps de frame causé par la préparation de programmes GPU au mauvais moment.\u003C\u002Fp>\n\u003Cp>C'est pourquoi le bénéfice peut être visible même lorsque le FPS moyen ne change pas du tout.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Qu'est-ce qui changerait cette réponse ?\u003C\u002Fh2>\n\u003Cp>La plus grande frontière mouvante est le soutien de l'écosystème.\u003C\u002Fp>\n\u003Cp>Microsoft continue d'étendre Advanced Shader Delivery à travers les GPU, les flux de travail des storefronts et les intégrations de moteurs de jeu. Les exigences matérielles et les chemins de distribution pris en charge peuvent donc changer rapidement.\u003C\u002Fp>\n\u003Cp>Une future implémentation intégrée largement à travers les principaux storefronts PC pourrait rendre la livraison de shaders précompilés beaucoup plus transparente pour les joueurs qu'elle ne l'est aujourd'hui.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Limitations\u003C\u002Fh2>\n\u003Cp>Cet article décrit l'architecture Advanced Shader Delivery documentée par Microsoft et la prise en charge actuelle de l'application Windows\u002FXbox PC en septembre 2026.\u003C\u002Fp>\n\u003Cp>Les économies de temps de chargement rapportées par Microsoft sont des mesures de fournisseurs issues de scénarios pris en charge spécifiques. Elles ne doivent pas être considérées comme des garanties de performance universelles.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Conclusion\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery résout un problème simple avec une réponse au niveau de la plateforme.\u003C\u002Fp>\n\u003Cp>Un jeu PC a besoin de shaders compilés spécifiques au GPU. Les compiler sur la machine du joueur peut entraîner de longs premiers lancements et des saccades en temps réel. ASD capture ce dont le jeu a besoin, le compile à l'avance pour l'environnement cible et livre le résultat via la boutique en ligne.\u003C\u002Fp>\n\u003Cp>Le shader existe toujours. La compilation a toujours lieu. Le changement important est qu'elle se produit avant que le joueur en ait besoin.\u003C\u002Fp>\n\u003Ch2 id=\"section-80\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Advanced Shader Delivery en termes simples\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\">Qu&#39;est-ce qu&#39;Advanced Shader Delivery ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Une technologie Direct3D 12 de Windows 11 qui précompile les shaders à l&#39;avance et les livre avec le jeu au lieu de tout compiler sur le PC du joueur.\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\">Qu&#39;est-ce qu&#39;un SODB ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Une State Object Database décrivant les états de shader dont un jeu peut avoir besoin afin qu&#39;ils puissent être compilés avant la livraison.\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\">Qu&#39;est-ce qu&#39;un PSDB ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Une Precompiled Shader Database contenant des programmes de shader déjà compilés pour un environnement matériel et de pilote cible.\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 élimine-t-il toutes les saccades de shader ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Pas automatiquement. Des états de shader manquants, des environnements non pris en charge ou du nouveau contenu de jeu peuvent encore nécessiter une compilation locale.\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 est-il identique à un cache de shaders local ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Un cache local est créé après que votre PC a compilé les shaders. ASD tente de livrer les données de shader compilées avant que vous ne lanciez le jeu.\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 augmente-t-il les FPS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Son objectif principal est une préparation plus rapide des shaders et moins de pics de temps de frame liés à la compilation, et non des FPS stables plus élevés.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-82\">Glossaire\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\">Termes clés de la livraison 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 programme GPU utilisé pour le graphisme ou le calcul, comme l'éclairage, les matériaux et le post-traitement.\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\">Compilation de shader\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La transformation du code de shader en une forme exécutable spécifique au GPU que le pilote et le matériel peuvent exécuter.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"sodb\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">SODB\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">State Object Database contenant des informations sur l'état des shaders collectées à partir d'un jeu ou générées pour celui-ci.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"psdb\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">PSDB\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Precompiled Shader Database contenant des données de shader compilées à l'avance pour un environnement cible.\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\">Compilation JIT\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Compilation juste-à-temps effectuée lorsqu'un shader est nécessaire pour la première fois au démarrage ou en cours de jeu.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shader-availability-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader Availability Boundary\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks décrivant quand un shader peut être servi à partir de données précompilées livrées et quand une compilation locale est encore nécessaire.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shader-stutter-diagnosis-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shader-Stutter Diagnosis Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flux de travail Figure Rocks pour distinguer les accrocs de compilation de shader des autres causes de pics de temps de frame.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Sources principales\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\">Documentation Windows officielle couvrant le flux de travail SODB vers PSDB, les avantages et le modèle de plateforme actuel.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Introducing Advanced Shader Delivery\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explication officielle de l&#39;architecture couvrant la compilation locale des shaders, le SODB, le PSDB et la distribution via la boutique en ligne.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Advanced Shader Delivery at GDC 2026\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Mise à jour officielle pour les développeurs de 2026 couvrant l&#39;intégration du SODB, l&#39;identité de l&#39;application, les statistiques et le flux de travail 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 expands with AMD\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Mise à jour officielle de disponibilité de 2026 couvrant Windows 11, la prise en charge AMD RDNA, la distribution via l&#39;application Xbox PC et les mesures de Forza Horizon 6.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1202},1790406742606,[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},"Les saccades de shaders sur PC existent parce qu'un jeu ne peut souvent pas utiliser un shader tant que celui-ci n'a pas été compilé pour l'environnement GPU et pilote exact qui exécute le jeu. Microsoft Advanced Shader Delivery change l'endroit où cette compilation a lieu : au lieu d'attendre le PC du joueur, le travail peut être effectué à l'avance et les données de shader compilées peuvent arriver avec le jeu.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"24a1733ca8",{"body":549,"title":550,"variant":551},"\u003Cstrong>Advanced Shader Delivery ne fait pas disparaître les shaders.\u003C\u002Fstrong> Il déplace une grande partie du travail de compilation hors du PC du joueur. Un jeu fournit des informations sur l'état des shaders, la plateforme construit des bases de données de shaders précompilés spécifiques au matériel, et la boutique en ligne livre les bonnes données compilées au joueur.","Réponse directe","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a3661d84",{"body":557,"title":558,"variant":559},"Advanced Shader Delivery est disponible via l'application Xbox PC pour les systèmes Windows 11 pris en charge et dispose actuellement d'un support documenté pour AMD RDNA. Microsoft indique que la prise en charge matérielle plus large est encore en expansion.","Statut actuel en 2026","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Sommaire",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"629087889e",{"text":571,"level":47},"Pourquoi les jeux PC compilent des shaders","header",{},{"id":575,"data":576,"type":544,"tunes":578},"598e794c99",{"text":577},"Un shader est un petit programme GPU utilisé pour des tâches de rendu telles que l'éclairage, les matériaux, les ombres, le post-traitement et d'autres travaux graphiques.",{},{"id":580,"data":581,"type":544,"tunes":583},"72d7b4a8a7",{"text":582},"Le jeu est généralement livré avec le code de shader sous une forme intermédiaire. Avant que le GPU puisse l'exécuter efficacement, le pilote graphique compile ce code en une forme spécifique au matériel.",{},{"id":585,"data":586,"type":544,"tunes":588},"dc6d594d0a",{"text":587},"Sur une console, le matériel cible et l'environnement de pilote sont beaucoup plus prévisibles. Sur un PC Windows, le jeu peut s'exécuter sur de nombreux modèles de GPU, versions de pilotes et configurations système.",{},{"id":590,"data":591,"type":544,"tunes":593},"66bff5badb",{"text":592},"Cette matrice matérielle est la raison pour laquelle la compilation des shaders sur PC est plus difficile à préparer complètement à l'avance.",{},{"id":595,"data":596,"type":572,"tunes":598},"9d6edb14c9",{"text":597,"level":47},"D'où viennent les saccades de shaders",{},{"id":600,"data":601,"type":544,"tunes":603},"ed90f5091b",{"text":602},"Si le jeu rencontre un shader qui n'est pas déjà compilé, le pilote peut devoir le compiler pendant que le jeu s'exécute.",{},{"id":605,"data":606,"type":544,"tunes":608},"7551ab324d",{"text":607},"Ce travail peut interrompre le pipeline de frames normal. Le résultat peut être une brève saccade même lorsque le FPS moyen est élevé.",{},{"id":610,"data":611,"type":544,"tunes":613},"a75fc2b3d4",{"text":612},"Une fois le shader compilé mis en cache, la même saccade peut ne pas se reproduire jusqu'à ce que le cache soit invalidé ou que de nouvelles combinaisons de shaders soient nécessaires.",{},{"id":615,"data":616,"type":621,"tunes":622},"6aed79503f",{"url":617,"title":618,"excerpt":619,"ctaLabel":620},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Pourquoi 120 FPS peuvent encore sembler mauvais : temps de frame, 1% lows et saccades expliqués","Pourquoi le FPS moyen peut sembler sain alors que quelques frames longues rendent le jeu irrégulier.","Lire le guide sur le temps de frame","referralArticle",{},{"id":624,"data":625,"type":572,"tunes":627},"6417a8a29e",{"text":626,"level":47},"Le chemin normal de compilation des 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. Le jeu livre le code source ou les données intermédiaires des shaders","Le package contient ce dont le pilote a besoin pour construire des programmes spécifiques au GPU.",{"label":636,"description":637},"2. Le joueur lance le jeu","Le système n'a pas encore toutes les variantes de shaders compilées en cache.",{"label":639,"description":640},"3. Le pilote compile les shaders localement","La compilation a lieu au démarrage, pendant un écran de précompilation dédié, ou juste à temps pendant le jeu.",{"label":642,"description":643},"4. Les shaders compilés sont mis en cache","Les exécutions futures peuvent réutiliser les résultats tant que le cache reste valide.",{"label":645,"description":646},"5. Les changements de pilote ou de jeu peuvent invalider le cache","Le système peut avoir besoin de recompiler après des mises à jour pertinentes.","Sans Advanced Shader Delivery","auto","processFlow",{},{"id":652,"data":653,"type":572,"tunes":655},"873418b9cd",{"text":654,"level":47},"Ce que change Advanced Shader Delivery",{},{"id":657,"data":658,"type":544,"tunes":660},"2d58ee74cb",{"text":659},"Advanced Shader Delivery déplace l'étape de compilation coûteuse dans un pipeline de distribution.",{},{"id":662,"data":663,"type":544,"tunes":665},"265d255da5",{"text":664},"Le jeu fournit une description standardisée des objets d'état de shader dont il peut avoir besoin. Microsoft appelle cette collection une State Object Database, ou SODB.",{},{"id":667,"data":668,"type":544,"tunes":670},"816925a31d",{"text":669},"La plateforme combine ces données de jeu avec un compilateur de shaders séparé pour l'environnement matériel et de pilote concerné afin de produire une Precompiled Shader Database, ou PSDB.",{},{"id":672,"data":673,"type":544,"tunes":675},"0f09842033",{"text":674},"La PSDB peut ensuite être distribuée via la boutique en ligne aux côtés du jeu.",{},{"id":677,"data":678,"type":572,"tunes":680},"9ce7e91c28",{"text":679,"level":47},"Le pipeline 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. Le jeu crée une SODB","Le développeur collecte les informations d'état-objet nécessaires pour décrire les shaders du jeu.",{"label":689,"description":690},"2. La SODB est soumise avec le jeu","La base de données d'états de shader fait partie du flux de distribution.",{"label":692,"description":693},"3. La compilation spécifique au matériel a lieu à l'avance","Le compilateur de shaders produit la forme compilée correcte pour un environnement GPU et pilote pris en charge.",{"label":695,"description":696},"4. Une PSDB est produite","La Precompiled Shader Database contient les données de shader compilées pour cet environnement cible.",{"label":698,"description":699},"5. La boutique en ligne livre la PSDB","La base de données de shaders compilés arrive avec ou aux côtés du téléchargement du jeu.",{"label":701,"description":702},"6. Windows enregistre les shaders compilés","Au démarrage du jeu, de nombreux shaders peuvent déjà être présents au lieu d'être compilés localement.","Comment fonctionne Advanced Shader Delivery",{},{"id":706,"data":707,"type":552,"tunes":711},"1fcbe512dc",{"body":708,"title":709,"variant":710},"\u003Cstrong>SODB = ce dont le jeu peut avoir besoin.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilateur = le transforme en programmes GPU spécifiques au matériel.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = le résultat compilé.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Boutique en ligne = le livre avant que vous ne jouiez.\u003C\u002Fstrong>","Le modèle mental le plus simple","success",{},{"id":713,"data":714,"type":572,"tunes":716},"ac158345e6",{"text":715,"level":47},"Pourquoi c'est plus difficile sur PC que sur console",{},{"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","Cible matérielle",[13,13],{"id":726,"label":727,"values":728},"driver","Environnement de pilote",[13,13],{"id":730,"label":731,"values":732},"compile","Précompilation",[13,13],{"id":734,"label":735,"values":736},"cache","Stabilité du cache",[13,13],"Préparation des shaders : console vs PC","table",[740,743],{"id":741,"label":742},"console","Console",{"id":744,"label":745},"pc","PC Windows","comparison",{},{"id":749,"data":750,"type":572,"tunes":752},"284835a743",{"text":751,"level":47},"Pourquoi une mise à jour de pilote peut compter",{},{"id":754,"data":755,"type":544,"tunes":757},"348a23401d",{"text":756},"Les shaders compilés ne sont pas complètement indépendants du pilote graphique.",{},{"id":759,"data":760,"type":544,"tunes":762},"7c4efce81d",{"text":761},"Une mise à jour de pilote peut modifier le compilateur ou invalider les données de cache précédemment compilées.",{},{"id":764,"data":765,"type":544,"tunes":767},"fb009b6277",{"text":766},"L'architecture Advanced Shader Delivery de Microsoft est conçue pour détecter ce changement d'environnement et actualiser les données de shader précompilées au lieu de laisser le joueur tout reconstruire manuellement.",{},{"id":769,"data":770,"type":572,"tunes":772},"428a0ec70d",{"text":771,"level":47},"Cela signifie-t-il que les écrans de compilation des shaders disparaissent ?",{},{"id":774,"data":775,"type":544,"tunes":777},"4aa0142d15",{"text":776},"Potentiellement, beaucoup d'entre eux peuvent devenir beaucoup plus courts ou inutiles, mais Advanced Shader Delivery ne garantit pas que toute attente liée aux shaders disparaisse.",{},{"id":779,"data":780,"type":544,"tunes":782},"90741fcfd5",{"text":781},"La qualité de la SODB compte. Si le jeu ne parvient pas à décrire des combinaisons de shaders qui sont nécessaires plus tard, ces cas manquants peuvent encore nécessiter un travail local.",{},{"id":784,"data":785,"type":544,"tunes":787},"c5a2b190ed",{"text":786},"Les mises à jour du jeu peuvent également introduire de nouveaux états de shader qui nécessitent de nouvelles données précompilées.",{},{"id":789,"data":790,"type":552,"tunes":794},"89507e115a",{"body":791,"title":792,"variant":793},"Advanced Shader Delivery peut éliminer une grande classe de travail de compilation à l'exécution, mais uniquement pour les états de shader qui ont été capturés, compilés et distribués correctement.","Précompilé ne signifie pas complet","warning",{},{"id":796,"data":797,"type":572,"tunes":799},"8bbaf279d1",{"text":798,"level":47},"La frontière de disponibilité des 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","État du shader",[13,13],{"id":809,"label":723,"values":810},"target",[13,13],{"id":812,"label":813,"values":814},"version","Version du jeu",[13,13],{"id":816,"label":817,"values":818},"delivery","Distribution",[13,13],"Qu'est-ce qui détermine si le jeu peut éviter la compilation locale ?",[821,824],{"id":822,"label":823},"covered","Couvert par ASD",{"id":825,"label":826},"missing","Hors de la base de données livrée",{},{"id":829,"data":830,"type":572,"tunes":832},"e941fa79d5",{"text":831,"level":47},"Ce que signifient réellement les chiffres de 90 % et 95 % de Microsoft",{},{"id":834,"data":835,"type":544,"tunes":837},"0118140982",{"text":836},"Microsoft affirme qu'Advanced Shader Delivery peut réduire le temps de chargement lié aux shaders jusqu'à 90 % dans les scénarios pris en charge.",{},{"id":839,"data":840,"type":544,"tunes":842},"c3971ea047",{"text":841},"Pour Forza Horizon 6, Microsoft a rapporté un exemple interne spécifique où le chargement est passé de près de 1,5 minute à environ 4 secondes sur un système Ryzen 7 5800 avec une Radeon RX 7600, ce qu'il a décrit comme une économie de temps d'environ 95 %.",{},{"id":844,"data":845,"type":544,"tunes":847},"7670e213a0",{"text":846},"Ces chiffres ne doivent pas être interprétés comme une garantie universelle pour chaque jeu, GPU ou écran de chargement.",{},{"id":849,"data":850,"type":572,"tunes":852},"839c0e3988",{"text":851,"level":47},"Le test de diagnostic du stutter de shader",{},{"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. Répétez la même scène","Si l'à-coup se produit une fois et disparaît à la deuxième exécution, le préchauffage du cache est un indice fort.",{"label":861,"description":862},"2. Comparez après avoir vidé ou invalidé le cache de shaders","Un à-coup qui réapparaît peut indiquer une compilation de shader plutôt qu'un goulot d'étranglement permanent des performances.",{"label":864,"description":865},"3. Vérifiez les pics de temps de frame","Le stutter de shader se manifeste par de longues frames individuelles, pas simplement par un FPS moyen stable plus bas.",{"label":867,"description":868},"4. Séparez le streaming d'assets de la compilation de shaders","Les deux peuvent produire un stutter de traversée, mais ce sont des pipelines différents.",{"label":870,"description":871},"5. Vérifiez les mises à jour du jeu et des pilotes","Une nouvelle mise à jour peut invalider ou étendre les caches de shaders.",{"label":873,"description":874},"6. Recherchez le statut ASD","Dans les titres pris en charge de l'application Xbox PC, la fenêtre de lancement peut indiquer que des shaders précompilés ont été installés.","Comment déterminer si un à-coup est réellement une compilation de shader",{},{"id":878,"data":879,"type":572,"tunes":881},"f769a5fe57",{"text":880,"level":47},"Le stutter de shader n'est pas la même chose que le stutter de streaming d'assets",{},{"id":883,"data":884,"type":544,"tunes":886},"a97fc94605",{"text":885},"Les deux problèmes peuvent créer un à-coup lors de l'entrée dans une nouvelle zone, ce qui les rend faciles à confondre.",{},{"id":888,"data":889,"type":544,"tunes":891},"ad12701b27",{"text":890},"La compilation de shaders consiste à créer des programmes GPU exécutables. Le streaming d'assets consiste à déplacer des textures, de la géométrie et d'autres contenus dans une mémoire utilisable.",{},{"id":893,"data":894,"type":544,"tunes":896},"b94a2dd59f",{"text":895},"Advanced Shader Delivery cible le premier problème. DirectStorage cible le second pipeline.",{},{"id":898,"data":899,"type":621,"tunes":904},"a9dfa4c70c",{"url":900,"title":901,"excerpt":902,"ctaLabel":903},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 ne fait pas décompresser vos jeux par votre SSD : ce que font réellement Zstd et la décompression GPU","Un regard séparé sur le chemin de chargement des assets : lectures SSD, ordonnancement DirectStorage et décompression CPU\u002FGPU.","Lire le guide DirectStorage",{},{"id":906,"data":907,"type":572,"tunes":909},"4dd6f52499",{"text":908,"level":47},"Pourquoi la boutique en ligne compte",{},{"id":911,"data":912,"type":544,"tunes":914},"ce08ac7263",{"text":913},"Advanced Shader Delivery n'est pas seulement une fonctionnalité de l'API Direct3D.",{},{"id":916,"data":917,"type":544,"tunes":919},"a0ab668bcb",{"text":918},"Le système dépend d'un service de distribution qui sait quelle version de jeu, quel environnement GPU et quelle base de données compilée vont ensemble.",{},{"id":921,"data":922,"type":544,"tunes":924},"4eb480c656",{"text":923},"C'est pourquoi l'implémentation actuelle de Microsoft est liée à la distribution via l'application Xbox PC plutôt que d'être quelque chose qu'un joueur individuel active simplement globalement.",{},{"id":926,"data":927,"type":572,"tunes":929},"b8693ba872",{"text":928,"level":47},"Pourquoi ce n'est pas juste un autre cache de shaders",{},{"id":931,"data":932,"type":544,"tunes":934},"4af48bdc6c",{"text":933},"Un cache de shaders local normal est construit après que votre propre machine a déjà payé le coût de compilation.",{},{"id":936,"data":937,"type":544,"tunes":939},"8c45dac918",{"text":938},"Advanced Shader Delivery tente de livrer cet état compilé utile avant que le coût n'atteigne votre machine.",{},{"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","Quand la compilation a lieu",[13,13],{"id":949,"label":950,"values":951},"cost","Qui paie le coût de compilation initial",[13,13],{"id":953,"label":954,"values":955},"first-run","Comportement au premier lancement",[13,13],{"id":957,"label":958,"values":959},"stutter","Saccades de shaders JIT",[13,13],"Cache de shaders local vs Advanced Shader Delivery",[962,965],{"id":963,"label":964},"local","Cache de shaders local",{"id":966,"label":967},"asd","Advanced Shader Delivery",{},{"id":970,"data":971,"type":572,"tunes":973},"76cff75952",{"text":972,"level":47},"Ce que les développeurs doivent réellement faire",{},{"id":975,"data":976,"type":544,"tunes":978},"bfaa3db2d6",{"text":977},"Le jeu doit encore exposer suffisamment d'informations pour que la plateforme puisse construire une base de données utile.",{},{"id":980,"data":981,"type":544,"tunes":983},"ed2d5b8b93",{"text":982},"Le flux de travail actuel de Microsoft demande aux développeurs de collecter ou de générer par programmation un SODB, de le tester en compilant un PSDB localement, et de soumettre le SODB via le pipeline du storefront.",{},{"id":985,"data":986,"type":544,"tunes":988},"186600f899",{"text":987},"Agility SDK 1.619 a également introduit des API d'identité d'application et de statistiques afin que les développeurs puissent identifier le titre de manière cohérente et mesurer l'efficacité d'utilisation d'un PSDB.",{},{"id":990,"data":991,"type":572,"tunes":993},"da7b0ce8b5",{"text":992,"level":47},"Quel matériel fonctionne aujourd'hui ?",{},{"id":995,"data":996,"type":544,"tunes":998},"e2e43ce998",{"text":997},"La mise à jour de juin 2026 de Microsoft liste Windows 11 version 24H2 ou plus récente, la version requise des Xbox Gaming Services, le matériel AMD Radeon basé sur RDNA 1 à RDNA 4, et AMD Adrenalin 26.6.1 ou plus récent pour le chemin actuellement documenté de l'application Xbox PC.",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"7c82f021e1",{"text":1002},"Microsoft a également déclaré travailler avec Intel et d'autres fabricants de matériel, et que la prise en charge s'étendra à davantage d'appareils.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"9e9a02e41c",{"text":1007},"Cela signifie qu'Advanced Shader Delivery doit être considéré comme une fonctionnalité de plateforme en expansion plutôt qu'une capacité Windows universelle sur chaque GPU aujourd'hui.",{},{"id":1010,"data":1011,"type":572,"tunes":1013},"bd182f72b0",{"text":1012,"level":47},"Pourquoi cela compte plus qu'une autre fonctionnalité de FPS",{},{"id":1015,"data":1016,"type":544,"tunes":1018},"9decb9c1b9",{"text":1017},"L'upscaling et la génération d'images améliorent la sortie du pipeline de rendu une fois que le jeu est déjà en cours d'exécution.",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"64eec31a18",{"text":1022},"Advanced Shader Delivery s'attaque à un problème de qualité différent : un pic de temps de frame causé par la préparation de programmes GPU au mauvais moment.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"a6a0db382e",{"text":1027},"C'est pourquoi le bénéfice peut être visible même lorsque le FPS moyen ne change pas du tout.",{},{"id":1030,"data":1031,"type":572,"tunes":1033},"09bde21a8d",{"text":1032,"level":47},"Qu'est-ce qui changerait cette réponse ?",{},{"id":1035,"data":1036,"type":544,"tunes":1038},"b0e7ca01a4",{"text":1037},"La plus grande frontière mouvante est le soutien de l'écosystème.",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"537568c224",{"text":1042},"Microsoft continue d'étendre Advanced Shader Delivery à travers les GPU, les flux de travail des storefronts et les intégrations de moteurs de jeu. Les exigences matérielles et les chemins de distribution pris en charge peuvent donc changer rapidement.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"fe24516c11",{"text":1047},"Une future implémentation intégrée largement à travers les principaux storefronts PC pourrait rendre la livraison de shaders précompilés beaucoup plus transparente pour les joueurs qu'elle ne l'est aujourd'hui.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"0e31e2d54d",{"text":1052,"level":47},"Limitations",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"a7881e11e1",{"text":1057},"Cet article décrit l'architecture Advanced Shader Delivery documentée par Microsoft et la prise en charge actuelle de l'application Windows\u002FXbox PC en septembre 2026.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"71ebc16fda",{"text":1062},"Les économies de temps de chargement rapportées par Microsoft sont des mesures de fournisseurs issues de scénarios pris en charge spécifiques. Elles ne doivent pas être considérées comme des garanties de performance universelles.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"f7a38af5be",{"text":1067,"level":47},"Conclusion",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"f1308f3e80",{"text":1072},"Advanced Shader Delivery résout un problème simple avec une réponse au niveau de la plateforme.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"b102a861bb",{"text":1077},"Un jeu PC a besoin de shaders compilés spécifiques au GPU. Les compiler sur la machine du joueur peut entraîner de longs premiers lancements et des saccades en temps réel. ASD capture ce dont le jeu a besoin, le compile à l'avance pour l'environnement cible et livre le résultat via la boutique en ligne.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"da805fabf0",{"text":1082},"Le shader existe toujours. La compilation a toujours lieu. Le changement important est qu'elle se produit avant que le joueur en ait besoin.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"0354b8daaf",{"text":1087,"level":47},"FAQ",{},{"id":1090,"data":1091,"type":1118,"tunes":1119},"e75bc04532",{"items":1092,"title":1117},[1093,1097,1101,1105,1109,1113],{"id":1094,"answer":1095,"question":1096},"faq1","Une technologie Direct3D 12 de Windows 11 qui précompile les shaders à l'avance et les livre avec le jeu au lieu de tout compiler sur le PC du joueur.","Qu'est-ce qu'Advanced Shader Delivery ?",{"id":1098,"answer":1099,"question":1100},"faq2","Une State Object Database décrivant les états de shader dont un jeu peut avoir besoin afin qu'ils puissent être compilés avant la livraison.","Qu'est-ce qu'un SODB ?",{"id":1102,"answer":1103,"question":1104},"faq3","Une Precompiled Shader Database contenant des programmes de shader déjà compilés pour un environnement matériel et de pilote cible.","Qu'est-ce qu'un PSDB ?",{"id":1106,"answer":1107,"question":1108},"faq4","Pas automatiquement. Des états de shader manquants, des environnements non pris en charge ou du nouveau contenu de jeu peuvent encore nécessiter une compilation locale.","ASD élimine-t-il toutes les saccades de shader ?",{"id":1110,"answer":1111,"question":1112},"faq5","Non. Un cache local est créé après que votre PC a compilé les shaders. ASD tente de livrer les données de shader compilées avant que vous ne lanciez le jeu.","ASD est-il identique à un cache de shaders local ?",{"id":1114,"answer":1115,"question":1116},"faq6","Son objectif principal est une préparation plus rapide des shaders et moins de pics de temps de frame liés à la compilation, et non des FPS stables plus élevés.","Advanced Shader Delivery augmente-t-il les FPS ?","Advanced Shader Delivery en termes simples","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"8733f298cd",{"text":1123,"level":47},"Glossaire",{},{"id":1126,"data":1127,"type":1158,"tunes":1159},"407257a6d1",{"title":1128,"entries":1129},"Termes clés de la livraison de shaders",[1130,1134,1138,1142,1146,1150,1154],{"term":1131,"anchor":1132,"definition":1133},"Shader","shader","Un programme GPU utilisé pour le graphisme ou le calcul, comme l'éclairage, les matériaux et le post-traitement.",{"term":1135,"anchor":1136,"definition":1137},"Compilation de shader","shader-compilation","La transformation du code de shader en une forme exécutable spécifique au GPU que le pilote et le matériel peuvent exécuter.",{"term":1139,"anchor":1140,"definition":1141},"SODB","sodb","State Object Database contenant des informations sur l'état des shaders collectées à partir d'un jeu ou générées pour celui-ci.",{"term":1143,"anchor":1144,"definition":1145},"PSDB","psdb","Precompiled Shader Database contenant des données de shader compilées à l'avance pour un environnement cible.",{"term":1147,"anchor":1148,"definition":1149},"Compilation JIT","jit-compilation","Compilation juste-à-temps effectuée lorsqu'un shader est nécessaire pour la première fois au démarrage ou en cours de jeu.",{"term":1151,"anchor":1152,"definition":1153},"Shader Availability Boundary","shader-availability-boundary","Un modèle Figure Rocks décrivant quand un shader peut être servi à partir de données précompilées livrées et quand une compilation locale est encore nécessaire.",{"term":1155,"anchor":1156,"definition":1157},"Shader-Stutter Diagnosis Test","shader-stutter-diagnosis-test","Un flux de travail Figure Rocks pour distinguer les accrocs de compilation de shader des autres causes de pics de temps de frame.","glossary",{},{"id":1161,"data":1162,"type":572,"tunes":1164},"3ab856f2b4",{"text":1163,"level":47},"Sources principales",{},{"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","Documentation Windows officielle couvrant le flux de travail SODB vers PSDB, les avantages et le modèle de plateforme actuel.","linkTool",{},{"id":1176,"data":1177,"type":1173,"tunes":1183},"5641b514c0",{"link":1178,"meta":1179},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F",{"image":1180,"title":1181,"description":1182},{"url":13},"Microsoft DirectX — Introducing Advanced Shader Delivery","Explication officielle de l'architecture couvrant la compilation locale des shaders, le SODB, le PSDB et la distribution via la boutique en ligne.",{},{"id":1185,"data":1186,"type":1173,"tunes":1192},"22a5b77a1b",{"link":1187,"meta":1188},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F",{"image":1189,"title":1190,"description":1191},{"url":13},"Microsoft DirectX — Advanced Shader Delivery at GDC 2026","Mise à jour officielle pour les développeurs de 2026 couvrant l'intégration du SODB, l'identité de l'application, les statistiques et le flux de travail 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 expands with AMD","Mise à jour officielle de disponibilité de 2026 couvrant Windows 11, la prise en charge AMD RDNA, la distribution via l'application Xbox PC et les mesures de Forza Horizon 6.",{},"2.31","Les saccades de shaders se produisent lorsqu'un jeu PC doit compiler des programmes GPU au mauvais moment. Microsoft Advanced Shader Delivery déplace une grande partie de ce travail hors du PC du joueur en préparant à l'avance des shaders spécifiques au matériel et en les livrant avec le jeu.","\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",[1221,1225,1228,1232,1236,1240],{"id":1222,"name":1223,"slug":1224},62,"Saccades de shaders","shader-stutter",{"id":1226,"name":1227,"slug":1136},236,"Compilation des shaders",{"id":1229,"name":1230,"slug":1231},328,"Identifier le type de saccade","identify-stutter-type",{"id":1233,"name":1234,"slug":1235},253,"Rafraîchissement et clarté","refresh-and-clarity",{"id":1237,"name":1238,"slug":1239},251,"Flou et persistance","blur-and-persistence",{"id":1241,"name":1242,"slug":1243},137,"Paramètres essentiels","settings-that-matter",{"id":283,"login":1245,"email":1246,"displayName":1247},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1249,1764],{"lang":8,"title":1250,"content":1251,"contentJson":1252,"excerpt":1763},"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 environment and compiled database belong together.\"},\"tunes\":{}},{\"id\":\"4eb480c656\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why Microsoft's current implementation is tied to Xbox PC app distribution rather than being something an individual player simply switches on globally.\"},\"tunes\":{}},{\"id\":\"b8693ba872\",\"type\":\"header\",\"data\":{\"text\":\"Why this is not just another shader cache\",\"level\":2},\"tunes\":{}},{\"id\":\"4af48bdc6c\",\"type\":\"paragraph\",\"data\":{\"text\":\"A normal local shader cache is built after your own machine has already paid the compilation cost.\"},\"tunes\":{}},{\"id\":\"8c45dac918\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery attempts to deliver that useful compiled state before the cost reaches your machine.\"},\"tunes\":{}},{\"id\":\"693e6f7d83\",\"type\":\"comparison\",\"data\":{\"title\":\"Local shader cache vs Advanced Shader 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":1253,"blocks":1254,"version":1762},1790406603890,[1255,1259,1264,1269,1273,1277,1281,1285,1289,1293,1297,1301,1305,1309,1316,1320,1340,1344,1348,1352,1356,1360,1364,1387,1392,1396,1417,1421,1425,1429,1433,1437,1441,1445,1449,1454,1458,1478,1482,1486,1490,1494,1498,1521,1525,1529,1533,1537,1544,1548,1552,1556,1560,1564,1568,1572,1593,1597,1601,1605,1609,1613,1617,1621,1625,1629,1633,1637,1641,1645,1649,1653,1657,1660,1664,1668,1671,1675,1679,1683,1686,1709,1713,1734,1738,1744,1750,1756],{"id":541,"data":1256,"type":544,"tunes":1258},{"text":1257},"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":1260,"type":552,"tunes":1263},{"body":1261,"title":1262,"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":1265,"type":552,"tunes":1268},{"body":1266,"title":1267,"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":1270,"type":566,"tunes":1272},{"title":1271,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1274,"type":572,"tunes":1276},{"text":1275,"level":47},"Why PC games compile shaders in the first place",{},{"id":575,"data":1278,"type":544,"tunes":1280},{"text":1279},"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":1282,"type":544,"tunes":1284},{"text":1283},"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":1286,"type":544,"tunes":1288},{"text":1287},"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":1290,"type":544,"tunes":1292},{"text":1291},"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.",{},{"id":595,"data":1294,"type":572,"tunes":1296},{"text":1295,"level":47},"Where shader stutter comes from",{},{"id":600,"data":1298,"type":544,"tunes":1300},{"text":1299},"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":1302,"type":544,"tunes":1304},{"text":1303},"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.",{},{"id":610,"data":1306,"type":544,"tunes":1308},{"text":1307},"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":1310,"type":621,"tunes":1315},{"url":1311,"title":1312,"excerpt":1313,"ctaLabel":1314},"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":1317,"type":572,"tunes":1319},{"text":1318,"level":47},"The normal shader-compilation path",{},{"id":629,"data":1321,"type":649,"tunes":1339},{"steps":1322,"title":1338,"orientation":648},[1323,1326,1329,1332,1335],{"label":1324,"description":1325},"1. Game ships shader source or intermediate data","The package contains what the driver needs to build GPU-specific programs.",{"label":1327,"description":1328},"2. Player launches the game","The system does not yet have every compiled shader variant in cache.",{"label":1330,"description":1331},"3. Driver compiles shaders locally","Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.",{"label":1333,"description":1334},"4. Compiled shaders are cached","Future runs can reuse the results while the cache remains valid.",{"label":1336,"description":1337},"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":1341,"type":572,"tunes":1343},{"text":1342,"level":47},"What Advanced Shader Delivery changes",{},{"id":657,"data":1345,"type":544,"tunes":1347},{"text":1346},"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.",{},{"id":662,"data":1349,"type":544,"tunes":1351},{"text":1350},"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":1353,"type":544,"tunes":1355},{"text":1354},"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":1357,"type":544,"tunes":1359},{"text":1358},"The PSDB can then be distributed through the storefront alongside the game.",{},{"id":677,"data":1361,"type":572,"tunes":1363},{"text":1362,"level":47},"The SODB → PSDB pipeline",{},{"id":682,"data":1365,"type":649,"tunes":1386},{"steps":1366,"title":1385,"orientation":648},[1367,1370,1373,1376,1379,1382],{"label":1368,"description":1369},"1. Game creates an SODB","The developer collects the state-object information needed to describe the game's shaders.",{"label":1371,"description":1372},"2. SODB is submitted with the game","The shader-state database becomes part of the distribution workflow.",{"label":1374,"description":1375},"3. Hardware-specific compilation happens ahead of time","The shader compiler produces the correct compiled form for a supported GPU and driver environment.",{"label":1377,"description":1378},"4. A PSDB is produced","The Precompiled Shader Database contains compiled shader data for that target environment.",{"label":1380,"description":1381},"5. Storefront delivers the PSDB","The compiled shader database arrives with or alongside the game download.",{"label":1383,"description":1384},"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":1388,"type":552,"tunes":1391},{"body":1389,"title":1390,"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":1393,"type":572,"tunes":1395},{"text":1394,"level":47},"Why this is harder on PC than on console",{},{"id":718,"data":1397,"type":746,"tunes":1416},{"rows":1398,"title":1411,"layout":738,"columns":1412},[1399,1402,1405,1408],{"id":722,"label":1400,"values":1401},"Hardware target",[13,13],{"id":726,"label":1403,"values":1404},"Driver environment",[13,13],{"id":730,"label":1406,"values":1407},"Precompilation",[13,13],{"id":734,"label":1409,"values":1410},"Cache stability",[13,13],"Console vs PC shader preparation",[1413,1414],{"id":741,"label":742},{"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":1477},{"rows":1460,"title":1471,"layout":738,"columns":1472},[1461,1464,1466,1469],{"id":805,"label":1462,"values":1463},"Shader state",[13,13],{"id":809,"label":1400,"values":1465},[13,13],{"id":812,"label":1467,"values":1468},"Game version",[13,13],{"id":816,"label":817,"values":1470},[13,13],"What decides whether the game can avoid local compilation?",[1473,1475],{"id":822,"label":1474},"Covered by ASD",{"id":825,"label":1476},"Outside the delivered database",{},{"id":829,"data":1479,"type":572,"tunes":1481},{"text":1480,"level":47},"What Microsoft's 90% and 95% numbers actually mean",{},{"id":834,"data":1483,"type":544,"tunes":1485},{"text":1484},"Microsoft says Advanced Shader Delivery can reduce shader-related loading time by up to 90% in supported scenarios.",{},{"id":839,"data":1487,"type":544,"tunes":1489},{"text":1488},"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":1491,"type":544,"tunes":1493},{"text":1492},"Those figures should not be interpreted as a universal guarantee for every game, GPU or loading screen.",{},{"id":849,"data":1495,"type":572,"tunes":1497},{"text":1496,"level":47},"The Shader-Stutter Diagnosis Test",{},{"id":854,"data":1499,"type":649,"tunes":1520},{"steps":1500,"title":1519,"orientation":648},[1501,1504,1507,1510,1513,1516],{"label":1502,"description":1503},"1. Repeat the same scene","If the hitch happens once and disappears on the second run, cache warm-up is a strong clue.",{"label":1505,"description":1506},"2. Compare after clearing or invalidating shader cache","A returning hitch can indicate shader compilation rather than a permanent performance bottleneck.",{"label":1508,"description":1509},"3. Check frame-time spikes","Shader stutter appears as long individual frames, not merely a lower stable average FPS.",{"label":1511,"description":1512},"4. Separate asset streaming from shader compilation","Both can produce traversal stutter, but they are different pipelines.",{"label":1514,"description":1515},"5. Check game and driver updates","A new update can invalidate or expand shader caches.",{"label":1517,"description":1518},"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":1522,"type":572,"tunes":1524},{"text":1523,"level":47},"Shader stutter is not the same as asset-streaming stutter",{},{"id":883,"data":1526,"type":544,"tunes":1528},{"text":1527},"Both problems can create a hitch when entering a new area, which makes them easy to confuse.",{},{"id":888,"data":1530,"type":544,"tunes":1532},{"text":1531},"Shader compilation is about creating executable GPU programs. Asset streaming is about moving textures, geometry and other content into usable memory.",{},{"id":893,"data":1534,"type":544,"tunes":1536},{"text":1535},"Advanced Shader Delivery targets the first problem. DirectStorage targets the second pipeline.",{},{"id":898,"data":1538,"type":621,"tunes":1543},{"url":1539,"title":1540,"excerpt":1541,"ctaLabel":1542},"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":1545,"type":572,"tunes":1547},{"text":1546,"level":47},"Why the storefront matters",{},{"id":911,"data":1549,"type":544,"tunes":1551},{"text":1550},"Advanced Shader Delivery is not only a Direct3D API feature.",{},{"id":916,"data":1553,"type":544,"tunes":1555},{"text":1554},"The system depends on a distribution service that knows which game version, GPU environment and compiled database belong together.",{},{"id":921,"data":1557,"type":544,"tunes":1559},{"text":1558},"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":1561,"type":572,"tunes":1563},{"text":1562,"level":47},"Why this is not just another shader cache",{},{"id":931,"data":1565,"type":544,"tunes":1567},{"text":1566},"A normal local shader cache is built after your own machine has already paid the compilation cost.",{},{"id":936,"data":1569,"type":544,"tunes":1571},{"text":1570},"Advanced Shader Delivery attempts to deliver that useful compiled state before the cost reaches your machine.",{},{"id":941,"data":1573,"type":746,"tunes":1592},{"rows":1574,"title":1587,"layout":738,"columns":1588},[1575,1578,1581,1584],{"id":945,"label":1576,"values":1577},"When compilation happens",[13,13],{"id":949,"label":1579,"values":1580},"Who pays the initial compile cost",[13,13],{"id":953,"label":1582,"values":1583},"First-run behavior",[13,13],{"id":957,"label":1585,"values":1586},"JIT shader stutter",[13,13],"Local shader cache vs Advanced Shader Delivery",[1589,1591],{"id":963,"label":1590},"Local shader cache",{"id":966,"label":967},{},{"id":970,"data":1594,"type":572,"tunes":1596},{"text":1595,"level":47},"What developers actually have to do",{},{"id":975,"data":1598,"type":544,"tunes":1600},{"text":1599},"The game still has to expose enough information for the platform to build a useful database.",{},{"id":980,"data":1602,"type":544,"tunes":1604},{"text":1603},"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":1606,"type":544,"tunes":1608},{"text":1607},"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":1610,"type":572,"tunes":1612},{"text":1611,"level":47},"What hardware works today?",{},{"id":995,"data":1614,"type":544,"tunes":1616},{"text":1615},"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":1618,"type":544,"tunes":1620},{"text":1619},"Microsoft has also said it is working with Intel and other hardware vendors, and that support will expand to more devices.",{},{"id":1005,"data":1622,"type":544,"tunes":1624},{"text":1623},"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":1626,"type":572,"tunes":1628},{"text":1627,"level":47},"Why this matters more than another FPS feature",{},{"id":1015,"data":1630,"type":544,"tunes":1632},{"text":1631},"Upscaling and frame generation improve the output of the rendering pipeline after the game is already running.",{},{"id":1020,"data":1634,"type":544,"tunes":1636},{"text":1635},"Advanced Shader Delivery attacks a different quality problem: a frame-time spike caused by preparing GPU programs at the wrong moment.",{},{"id":1025,"data":1638,"type":544,"tunes":1640},{"text":1639},"That is why the benefit can be visible even when average FPS does not change at all.",{},{"id":1030,"data":1642,"type":572,"tunes":1644},{"text":1643,"level":47},"What would change this answer?",{},{"id":1035,"data":1646,"type":544,"tunes":1648},{"text":1647},"The biggest moving boundary is ecosystem support.",{},{"id":1040,"data":1650,"type":544,"tunes":1652},{"text":1651},"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":1654,"type":544,"tunes":1656},{"text":1655},"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":1658,"type":572,"tunes":1659},{"text":1052,"level":47},{},{"id":1055,"data":1661,"type":544,"tunes":1663},{"text":1662},"This article describes Microsoft's documented Advanced Shader Delivery architecture and current Windows\u002FXbox PC app support as of September 2026.",{},{"id":1060,"data":1665,"type":544,"tunes":1667},{"text":1666},"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":1669,"type":572,"tunes":1670},{"text":1067,"level":47},{},{"id":1070,"data":1672,"type":544,"tunes":1674},{"text":1673},"Advanced Shader Delivery solves a simple problem with a platform-level answer.",{},{"id":1075,"data":1676,"type":544,"tunes":1678},{"text":1677},"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":1680,"type":544,"tunes":1682},{"text":1681},"The shader still exists. The compilation still happens. The important change is that it happens before the player needs it.",{},{"id":1085,"data":1684,"type":572,"tunes":1685},{"text":1087,"level":47},{},{"id":1090,"data":1687,"type":1118,"tunes":1708},{"items":1688,"title":1707},[1689,1692,1695,1698,1701,1704],{"id":1094,"answer":1690,"question":1691},"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":1693,"question":1694},"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":1696,"question":1697},"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1106,"answer":1699,"question":1700},"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":1702,"question":1703},"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":1705,"question":1706},"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":1710,"type":572,"tunes":1712},{"text":1711,"level":47},"Glossary",{},{"id":1126,"data":1714,"type":1158,"tunes":1733},{"title":1715,"entries":1716},"Key shader-delivery terms",[1717,1719,1722,1724,1726,1729,1731],{"term":1131,"anchor":1132,"definition":1718},"A GPU program used for graphics or compute work such as lighting, materials and post-processing.",{"term":1720,"anchor":1136,"definition":1721},"Shader compilation","Turning shader code into a GPU-specific executable form that the driver and hardware can run.",{"term":1139,"anchor":1140,"definition":1723},"State Object Database containing shader-state information collected from or generated for a game.",{"term":1143,"anchor":1144,"definition":1725},"Precompiled Shader Database containing shader data compiled ahead of time for a target environment.",{"term":1727,"anchor":1148,"definition":1728},"JIT compilation","Just-in-time compilation performed when a shader is first needed during startup or gameplay.",{"term":1151,"anchor":1152,"definition":1730},"A Figure Rocks model describing when a shader can be served from delivered precompiled data and when local compilation is still required.",{"term":1155,"anchor":1156,"definition":1732},"A Figure Rocks workflow for separating shader-compilation hitches from other causes of frame-time spikes.",{},{"id":1161,"data":1735,"type":572,"tunes":1737},{"text":1736,"level":47},"Primary sources",{},{"id":1166,"data":1739,"type":1173,"tunes":1743},{"link":1168,"meta":1740},{"image":1741,"title":1171,"description":1742},{"url":13},"Official Windows documentation covering the SODB-to-PSDB workflow, benefits and current platform model.",{},{"id":1176,"data":1745,"type":1173,"tunes":1749},{"link":1178,"meta":1746},{"image":1747,"title":1181,"description":1748},{"url":13},"Official architecture explanation covering local shader compilation, SODB, PSDB and storefront distribution.",{},{"id":1185,"data":1751,"type":1173,"tunes":1755},{"link":1187,"meta":1752},{"image":1753,"title":1190,"description":1754},{"url":13},"Official 2026 developer update covering SODB integration, application identity, statistics and Xbox Partner Center workflow.",{},{"id":1194,"data":1757,"type":1173,"tunes":1761},{"link":1196,"meta":1758},{"image":1759,"title":1199,"description":1760},{"url":13},"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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Au lieu d'exécuter le modèle de reconstruction dans le jeu sur le GPU, Windows utilise le NPU pour reconstruire une image en plus haute résolution à partir d'un rendu en plus basse résolution.","\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":2121,"slug":2122,"title":2123,"excerpt":2124,"featuredImage":14,"publishedAt":2125},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","Matrice de décision HDR vs SDR : quand le HDR aide et quand le SDR l'emporte","Le HDR n'est pas toujours meilleur. Utilisez cette matrice de décision simple pour choisir le HDR ou le SDR par jeu en fonction de la lisibilité, de la stabilité et du comportement réel de votre écran.","2026-02-21T05:20:00.000Z",{"id":2127,"slug":2128,"title":2129,"excerpt":2130,"featuredImage":2131,"publishedAt":2132},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally montre pourquoi les coéquipiers IA ont besoin de deux cerveaux : des réflexes rapides et un raisonnement lent","Un modèle de langage peut comprendre les tactiques et l'intention des joueurs, mais il ne devrait pas contrôler directement chaque mouvement et chaque réaction de combat. PUBG Ally présente une architecture plus pratique : un contrôle rapide par arbre de comportement pour les actions réflexes, combiné à un petit modèle de langage pour la planification, la coordination et la conversation naturelle.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T14:51:00.000Z",{"id":2134,"slug":2135,"title":2136,"excerpt":2137,"featuredImage":14,"publishedAt":2138},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Réglage de l'overdrive : la méthode propre pour réduire le flou sans ghosting","L'Overdrive peut améliorer la clarté ou ajouter des halos disgracieux. Utilisez cette méthode simple pour choisir le réglage intermédiaire net qui réduit le flou sans artefacts de ghosting.","2026-02-21T03:30:00.000Z",{"id":2140,"slug":2141,"title":2142,"excerpt":2143,"featuredImage":2144,"publishedAt":2145},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX devient une plateforme de ML : ce que l'algèbre linéaire et les shaders neuronaux signifient pour les jeux futurs","DirectX dépasse le cadre des shaders graphiques traditionnels. Microsoft ajoute l'algèbre linéaire accélérée par le matériel directement à HLSL et un chemin distinct pour les modèles ML plus volumineux, jetant les bases des textures neuronales, des matériaux appris, de l'éclairage neuronal et d'autres techniques de rendu pilotées par l'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":2147,"slug":2148,"title":2149,"excerpt":2150,"featuredImage":2151,"publishedAt":2152},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Pourquoi 120 FPS peuvent encore sembler mauvais : temps de frame, 1 % lows et stutter expliqués","Un jeu peut afficher 120, 144 ou même 200 FPS et pourtant sembler saccadé. Ce guide explique pourquoi le FPS moyen peut masquer une mauvaise distribution des images, comment le temps de frame et les 1 % les plus bas révèlent les micro-saccades, et comment diagnostiquer si le CPU, le GPU ou un autre élément de la chaîne est à l'origine du problème.","\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":2154,"slug":2155,"title":2156,"excerpt":2157,"featuredImage":14,"publishedAt":2158},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Clarté du mouvement : pourquoi le flou se produit et les solutions qui fonctionnent vraiment","Le flou de mouvement n'est pas seulement un réglage — c'est le timing plus la persistance. Apprenez l'ordre pratique : le bon mode, le bon rafraîchissement, puis les quelques correctifs de netteté qui comptent.","2026-02-20T11:00:00.000Z",{"id":2160,"slug":2161,"title":2162,"excerpt":2163,"featuredImage":14,"publishedAt":2164},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Réalité du cache de shaders : ce qu'il corrige, ce qu'il ne corrige pas et pourquoi les saccades reviennent","Le cache de shaders peut réduire les saccades de compilation répétées, mais il ne corrigera pas les pics CPU ou les saccades de streaming. Découvrez ce qu'il fait réellement et comment le tester correctement.","2026-02-20T21:00:00.000Z",{"id":2166,"slug":2167,"title":2168,"excerpt":2169,"featuredImage":2170,"publishedAt":2171},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone n'est pas simplement FSR 4 : mise à l'échelle, génération d'images, régénération de rayons et mise en cache de la radiance expliqués","La nomenclature des FSR d’AMD a changé parce que FSR n’est plus une seule fonctionnalité. Redstone est désormais une suite de rendu neuronal avec des technologies distinctes pour la mise à l’échelle, la génération d’images, la reconstruction par lancer de rayons et l’éclairage global appris.","\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":2173,"slug":2174,"title":2175,"excerpt":2176,"featuredImage":14,"publishedAt":2177},"176","shader-cache-basics-reduce-first-run-hitches-without-fake-tweaks","Les bases du cache de shaders : réduire les saccades au premier lancement sans astuces bidon","De nombreuses saccades au premier lancement sont dues à la compilation de shaders. Apprenez ce qu'est le cache de shaders, comment identifier les saccades de shaders et ce qui aide sans réglages placebo.","2026-02-20T15:00:00.000Z",{"id":2179,"slug":2180,"title":2181,"excerpt":2182,"featuredImage":14,"publishedAt":2183},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz semble moins fluide ? Liste de diagnostic (Mauvais mode, plage VRR, limitations)","Un taux de rafraîchissement plus élevé peut révéler une instabilité. Utilisez cette liste de contrôle pour diagnostiquer pourquoi le 120 Hz semble moins fluide : mauvais mode, mauvais chemin de rafraîchissement, problèmes de plage VRR ou limites manquantes.","2026-02-20T20:30:00.000Z",{"id":2185,"slug":2186,"title":2187,"excerpt":2188,"featuredImage":14,"publishedAt":2189},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Checklist routeur pour le gaming : les paramètres qui comptent vraiment","La plupart des optimisations de routeur n'aident pas. Ces paramètres, oui : gestion des files d'attente sous charge, comportement Wi-Fi stable et éviter les fonctionnalités qui ajoutent de la latence ou de l'instabilité.","2026-02-21T01:30:00.000Z","fallback",[],[]]