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I nuovi effetti vengono compilati e causano scatti quando si entra in nuove aree o si attivano nuovi elementi visivi. L'obiettivo è ridurre la compilazione durante il gioco.\u003C\u002Fp>\n\u003Ch2>Identificazione Rapida\u003C\u002Fh2>\n\u003Col>\u003Cli>Ripeti lo stesso percorso della telecamera.\u003C\u002Fli>\u003Cli>Se gli scatti diminuiscono dopo la prima esecuzione, sospetta lo stuttering degli shader.\u003C\u002Fli>\u003Cli>Se i picchi rimangono casuali, sospetta lo scheduling della CPU o lo streaming.\u003C\u002Fli>\u003C\u002Fol>\n\u003Ch2>Mitigazione Pratica\u003C\u002Fh2>\n\u003Cul>\u003Cli>Lascia che il gioco compili gli shader (riscaldamento alla prima esecuzione) quando possibile.\u003C\u002Fli>\u003Cli>Mantieni i driver aggiornati se il caching degli shader migliora per la tua GPU.\u003C\u002Fli>\u003Cli>Usa un limite di frame stabile per ridurre la gravità percepita degli scatti.\u003C\u002Fli>\u003Cli>Evita carichi in background durante le prime sessioni.\u003C\u002Fli>\u003C\u002Ful>\n\u003Cp>Regola: lo stuttering degli shader è un problema di pipeline. Non sprecare ore a modificare le impostazioni grafiche alla cieca.\u003C\u002Fp>\n\u003Ch2>Guide Correlate\u003C\u002Fh2>\n\u003Ca href=\"\u002Fit\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Tipi di Stuttering\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Identifica rapidamente il tipo.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fit\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Ricette per il Frame Cap\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Stabilizza la fluidità percepita.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fit\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Approfondimento Stuttering CPU-Bound\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Se non si tratta di shader.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fit\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Eliminare i Carichi in Background\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Riduci le interferenze durante i test.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":627},1771682661545,[540,546,552,564,569,580,585,590,600,609,618],{"id":541,"data":542,"type":544,"tunes":545},"p_ss_02",{"text":543},"Lo stuttering degli shader è il classico problema del 'la prima esecuzione va male, la seconda va meglio'. I nuovi effetti vengono compilati e causano scatti quando si entra in nuove aree o si attivano nuovi elementi visivi. L'obiettivo è ridurre la compilazione durante il gioco.","paragraph",{},{"id":547,"data":548,"type":550,"tunes":551},"h2_ss_03",{"text":549,"level":47},"Identificazione Rapida","header",{},{"id":553,"data":554,"type":562,"tunes":563},"l_ss_04",{"meta":555,"items":557,"style":561},{"counterType":556},"numeric",[558,559,560],"Ripeti lo stesso percorso della telecamera.","Se gli scatti diminuiscono dopo la prima esecuzione, sospetta lo stuttering degli shader.","Se i picchi rimangono casuali, sospetta lo scheduling della CPU o lo streaming.","ordered","list",{},{"id":565,"data":566,"type":550,"tunes":568},"h2_ss_05",{"text":567,"level":47},"Mitigazione Pratica",{},{"id":570,"data":571,"type":562,"tunes":579},"l_ss_06",{"meta":572,"items":573,"style":578},{},[574,575,576,577],"Lascia che il gioco compili gli shader (riscaldamento alla prima esecuzione) quando possibile.","Mantieni i driver aggiornati se il caching degli shader migliora per la tua GPU.","Usa un limite di frame stabile per ridurre la gravità percepita degli scatti.","Evita carichi in background durante le prime sessioni.","unordered",{},{"id":581,"data":582,"type":544,"tunes":584},"p_ss_07",{"text":583},"Regola: lo stuttering degli shader è un problema di pipeline. Non sprecare ore a modificare le impostazioni grafiche alla cieca.",{},{"id":586,"data":587,"type":550,"tunes":589},"h2_rel_ss",{"text":588,"level":47},"Guide Correlate",{},{"id":591,"data":592,"type":598,"tunes":599},"lt_ss_1",{"link":593,"meta":594},"\u002Fit\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":595,"title":596,"description":597},{"url":13},"Tipi di Stuttering","Identifica rapidamente il tipo.","linkTool",{},{"id":601,"data":602,"type":598,"tunes":608},"lt_ss_2",{"link":603,"meta":604},"\u002Fit\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":605,"title":606,"description":607},{"url":13},"Ricette per il Frame Cap","Stabilizza la fluidità percepita.",{},{"id":610,"data":611,"type":598,"tunes":617},"lt_ss_3",{"link":612,"meta":613},"\u002Fit\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":614,"title":615,"description":616},{"url":13},"Approfondimento Stuttering CPU-Bound","Se non si tratta di shader.",{},{"id":619,"data":620,"type":598,"tunes":626},"lt_ss_4",{"link":621,"meta":622},"\u002Fit\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":623,"title":624,"description":625},{"url":13},"Eliminare i Carichi in Background","Riduci le interferenze durante i test.",{},"2.31","Lo stuttering degli shader si verifica quando nuovi effetti vengono compilati in tempo reale. Scopri come identificarlo rapidamente e i modi pratici per ridurre gli scatti senza tweak placebo.",false,"PUBLISHED","2026-02-20T23:40:00.000Z","2026-02-20T14:48:28.131Z","2026-02-21T14:06:24.209Z",{"en":635,"de":636,"sr":637,"es":638,"fr":639,"it":640,"ru":641,"zh":642},"\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fde\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fsr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fes\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Ffr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fit\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fru\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fzh\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it",[644,648,652,656,660,664,668,672],{"id":645,"name":646,"slug":647},43,"Esperienza","experience",{"id":649,"name":650,"slug":651},82,"Attrezzatura","gear",{"id":653,"name":654,"slug":655},60,"Playbook","playbooks",{"id":657,"name":658,"slug":659},62,"Scatti degli shader","shader-stutter",{"id":661,"name":662,"slug":663},263,"Clinica della balbuzie","stutter-clinic",{"id":665,"name":666,"slug":667},327,"Risolvi scatti","fix-stutter-playbook",{"id":669,"name":670,"slug":671},328,"Identifica il tipo di scatto","identify-stutter-type",{"id":673,"name":674,"slug":675},329,"Correzioni per lo stuttering degli shader","shader-stutter-fixes",{"id":283,"login":677,"email":13,"displayName":678},"aleksandar","Aleksandar Stajic",[680,757],{"lang":8,"title":681,"content":682,"contentJson":683,"excerpt":756},"Shader Stutter: Why First Runs Hitch and How to Reduce It","{\"time\":1771682458996,\"blocks\":[{\"id\":\"p_ss_02\",\"type\":\"paragraph\",\"data\":{\"text\":\"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.\"},\"tunes\":{}},{\"id\":\"h2_ss_03\",\"type\":\"header\",\"data\":{\"text\":\"Fast Identification\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_04\",\"type\":\"list\",\"data\":{\"style\":\"ordered\",\"meta\":{\"counterType\":\"numeric\"},\"items\":[\"Repeat the same camera path.\",\"If hitches reduce after the first run, suspect shader stutter.\",\"If spikes remain random, suspect CPU scheduling or streaming.\"]},\"tunes\":{}},{\"id\":\"h2_ss_05\",\"type\":\"header\",\"data\":{\"text\":\"Practical Mitigation\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_06\",\"type\":\"list\",\"data\":{\"style\":\"unordered\",\"meta\":{},\"items\":[\"Let the game build shaders (first run warm-up) when possible.\",\"Keep drivers updated if shader caching improves for your GPU.\",\"Use a stable cap to reduce perceived hitch severity.\",\"Avoid background load during the first sessions.\"]},\"tunes\":{}},{\"id\":\"p_ss_07\",\"type\":\"paragraph\",\"data\":{\"text\":\"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.\"},\"tunes\":{}},{\"id\":\"h2_rel_ss\",\"type\":\"header\",\"data\":{\"text\":\"Related Guides\",\"level\":2},\"tunes\":{}},{\"id\":\"lt_ss_1\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Stutter Types\",\"description\":\"Identify the type fast.\"}},\"tunes\":{}},{\"id\":\"lt_ss_2\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Frame Cap Recipes\",\"description\":\"Stabilize feel.\"}},\"tunes\":{}},{\"id\":\"lt_ss_3\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"CPU-Bound Stutter Deep\",\"description\":\"If it’s not shaders.\"}},\"tunes\":{}},{\"id\":\"lt_ss_4\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Background Load Killers\",\"description\":\"Reduce noise while testing.\"}},\"tunes\":{}}],\"version\":\"2.31.1\"}",{"time":684,"blocks":685,"version":755},1771682458996,[686,690,694,702,706,715,719,723,731,739,747],{"id":541,"data":687,"type":544,"tunes":689},{"text":688},"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.",{},{"id":547,"data":691,"type":550,"tunes":693},{"text":692,"level":47},"Fast Identification",{},{"id":553,"data":695,"type":562,"tunes":701},{"meta":696,"items":697,"style":561},{"counterType":556},[698,699,700],"Repeat the same camera path.","If hitches reduce after the first run, suspect shader stutter.","If spikes remain random, suspect CPU scheduling or streaming.",{},{"id":565,"data":703,"type":550,"tunes":705},{"text":704,"level":47},"Practical Mitigation",{},{"id":570,"data":707,"type":562,"tunes":714},{"meta":708,"items":709,"style":578},{},[710,711,712,713],"Let the game build shaders (first run warm-up) when possible.","Keep drivers updated if shader caching improves for your GPU.","Use a stable cap to reduce perceived hitch severity.","Avoid background load during the first sessions.",{},{"id":581,"data":716,"type":544,"tunes":718},{"text":717},"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.",{},{"id":586,"data":720,"type":550,"tunes":722},{"text":721,"level":47},"Related Guides",{},{"id":591,"data":724,"type":598,"tunes":730},{"link":725,"meta":726},"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":727,"title":728,"description":729},{"url":13},"Stutter Types","Identify the type fast.",{},{"id":601,"data":732,"type":598,"tunes":738},{"link":733,"meta":734},"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":735,"title":736,"description":737},{"url":13},"Frame Cap Recipes","Stabilize feel.",{},{"id":610,"data":740,"type":598,"tunes":746},{"link":741,"meta":742},"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":743,"title":744,"description":745},{"url":13},"CPU-Bound Stutter Deep","If it’s not shaders.",{},{"id":619,"data":748,"type":598,"tunes":754},{"link":749,"meta":750},"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":751,"title":752,"description":753},{"url":13},"Background Load Killers","Reduce noise while testing.",{},"2.31.1","Shader stutter happens when new effects compile in real time. Learn how to identify it fast and the practical ways to reduce hitches without placebo tweaks.",{"lang":7,"title":534,"content":536,"contentJson":758,"excerpt":628},{"time":538,"blocks":759,"version":627},[760,763,766,771,774,779,782,785,790,795,800],{"id":541,"data":761,"type":544,"tunes":762},{"text":543},{},{"id":547,"data":764,"type":550,"tunes":765},{"text":549,"level":47},{},{"id":553,"data":767,"type":562,"tunes":770},{"meta":768,"items":769,"style":561},{"counterType":556},[558,559,560],{},{"id":565,"data":772,"type":550,"tunes":773},{"text":567,"level":47},{},{"id":570,"data":775,"type":562,"tunes":778},{"meta":776,"items":777,"style":578},{},[574,575,576,577],{},{"id":581,"data":780,"type":544,"tunes":781},{"text":583},{},{"id":586,"data":783,"type":550,"tunes":784},{"text":588,"level":47},{},{"id":591,"data":786,"type":598,"tunes":789},{"link":593,"meta":787},{"image":788,"title":596,"description":597},{"url":13},{},{"id":601,"data":791,"type":598,"tunes":794},{"link":603,"meta":792},{"image":793,"title":606,"description":607},{"url":13},{},{"id":610,"data":796,"type":598,"tunes":799},{"link":612,"meta":797},{"image":798,"title":615,"description":616},{"url":13},{},{"id":619,"data":801,"type":598,"tunes":804},{"link":621,"meta":802},{"image":803,"title":624,"description":625},{"url":13},{},"Post erfolgreich abgerufen",{"items":807,"source":876,"manualIds":877,"manualMatchedIds":878},[808,814,820,827,833,838,844,849,854,860,866,871],{"id":809,"slug":810,"title":811,"excerpt":812,"featuredImage":14,"publishedAt":813},"243","controller-wired-vs-wireless-latency-stability-and-the-real-tradeoff","Controller Cablato vs Wireless: Latenza, Stabilità e il Vero Compromesso","Il cavo non è sempre più veloce, ma è spesso più stabile. Scopri cosa cambia effettivamente tra controller cablati e wireless e come scegliere la configurazione con un feeling costante.","2026-02-20T23:55:00.000Z",{"id":815,"slug":816,"title":817,"excerpt":818,"featuredImage":14,"publishedAt":819},"268","console-120hz-traps-wrong-port-wrong-mode-and-hidden-limits","Trappole dei 120Hz su console: porta errata, modalità errata e limiti nascosti","I 120Hz spesso non funzionano a causa di semplici discrepanze: porta HDMI errata, modalità di ingresso errata o funzioni disabilitate. Usa questa rapida checklist per ottenere i 120Hz reali.","2026-02-21T08:00:00.000Z",{"id":821,"slug":822,"title":823,"excerpt":824,"featuredImage":825,"publishedAt":826},"459","nvidia-rtx-spark-puts-dlss-5-and-local-ai-characters-on-the-same-gaming-platform","NVIDIA RTX Spark mette DLSS 5 e i personaggi IA locali sulla stessa piattaforma di gioco","NVIDIA sta portando il rendering neurale e il ragionamento locale dei personaggi AI sulla stessa piattaforma di gioco. RTX Spark, DLSS 5 e Nemotron 3.5 Bolt mostrano perché la prossima sfida non è semplicemente eseguire l'AI nei giochi, ma far coesistere grafica, parlato e inferenza degli agenti senza compromettere l'esperienza.","\u002Fuploads\u002F2026\u002F10\u002Fnvidia-rtx-spark-puts-dlss-5-and-local-ai-characters-on-the-same-gaming-platform-1793176725927-jsji28.webp","2026-10-28T06:37:00.000Z",{"id":828,"slug":829,"title":830,"excerpt":831,"featuredImage":14,"publishedAt":832},"219","background-load-killers-the-pc-checklist-that-stops-random-heavy-feel","Killer del carico in background: la checklist per PC che ferma la sensazione di pesantezza casuale","Se lo stesso gioco sembra fantastico un giorno e pesante il successivo, sospetta il carico in background. Questa checklist elimina i colpevoli più comuni: overlay, sincronizzazioni, scansioni e picchi di pianificazione.","2026-02-21T00:58:00.000Z",{"id":834,"slug":835,"title":836,"excerpt":837,"featuredImage":14,"publishedAt":631},"227","console-audio-modes-stereo-surround-and-why-auto-often-fails","Modalità audio console: Stereo, Surround e perché la modalità Auto spesso fallisce","Le modalità audio automatiche possono cambiare i tuoi segnali a metà sessione. Scopri come le modalità audio delle console interagiscono con giochi e cuffie e come bloccare una modalità stabile per una direzionalità chiara.",{"id":839,"slug":840,"title":841,"excerpt":842,"featuredImage":14,"publishedAt":843},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Ricette per il Frame Cap: Target stabili per configurazioni VRR e non VRR","Un buon cap è meglio di picchi instabili. Usa queste semplici ricette per il cap per stabilizzare il frame pacing su display VRR e non VRR.","2026-02-21T05:20:00.000Z",{"id":845,"slug":846,"title":847,"excerpt":848,"featuredImage":14,"publishedAt":843},"212","vrr-flicker-diagnosis-why-it-happens-and-the-stable-fix-order","Diagnosi dello sfarfallio VRR: perché accade e l'ordine di risoluzione stabile","Lo sfarfallio VRR è solitamente un problema di stabilità, non un display guasto. Scopri perché accade (limiti dell'intervallo, variazioni di luminanza) e l'ordine di risoluzione che funziona davvero.",{"id":850,"slug":851,"title":852,"excerpt":853,"featuredImage":14,"publishedAt":819},"273","router-placement-for-gaming-distance-and-obstacles-that-create-spikes","Posizionamento del router per il gaming: distanza e ostacoli che creano spike","Prima di acquistare un nuovo router, sistema l'ambiente. Posizionamento, ostacoli e interferenze creano picchi che sembrano lag e stutter.",{"id":855,"slug":856,"title":857,"excerpt":858,"featuredImage":14,"publishedAt":859},"126","audio-chain-for-gaming-one-clean-path-from-game-to-ears","Catena audio per il gaming: un unico percorso pulito dal gioco alle orecchie","Il posizionamento audio migliora quando la catena è pulita e stabile. Costruisci un unico percorso: un solo dispositivo, una sola modalità, elaborazione minima, livelli costanti.","2026-02-20T23:25:00.000Z",{"id":861,"slug":862,"title":863,"excerpt":864,"featuredImage":14,"publishedAt":865},"210","exclusive-mode-myths-when-it-helps-audio-rare-and-when-it-breaks-games","Miti sulla Modalità Esclusiva: Quando Aiuta l'Audio (Raro) e Quando Rompe i Giochi","La modalità esclusiva può ridurre il mixing del sistema operativo, ma spesso crea conflitti e instabilità. Usala solo quando migliora la coerenza, non perché suona ‘pro’.","2026-02-20T22:00:00.000Z",{"id":867,"slug":868,"title":869,"excerpt":870,"featuredImage":14,"publishedAt":859},"216","input-lag-chain-deep-where-delay-actually-builds-up-click-to-photon","Analisi approfondita della catena dell'input lag: dove si accumula davvero il ritardo (Click-to-Photon)","L'input lag è una catena: dispositivo, OS, game loop, coda di rendering, display. Scopri dove si accumula il ritardo e come ridurlo stabilizzando il timing e rimuovendo le elaborazioni nascoste.",{"id":872,"slug":873,"title":874,"excerpt":875,"featuredImage":14,"publishedAt":865},"228","hdr-calibration-pitfalls-why-hdr-looks-dim-or-washed-out","Insidie della calibrazione HDR: Perché l'HDR appare scuro o sbiadito","L'HDR appare scadente quando il riferimento di base è errato: mancata corrispondenza della modalità, calibrazione saltata, elaborazione dinamica o livelli di nero\u002Fbianco errati. Risolvi i problemi in ordine.","fallback",[],[]]