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Microsoft Advanced Shader Delivery cambia dove avviene questa compilazione: invece di aspettare il PC del giocatore, il lavoro può essere svolto in anticipo e i dati degli shader compilati possono arrivare insieme al gioco.\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\">Risposta diretta\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Advanced Shader Delivery non fa sparire gli shader.\u003C\u002Fstrong> Sposta gran parte del lavoro di compilazione lontano dal PC del giocatore. Un gioco fornisce le informazioni sullo stato degli shader, la piattaforma crea database di shader precompilati specifici per l&#39;hardware e lo storefront consegna i dati compilati corretti al giocatore.\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\">Stato attuale nel 2026\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery è disponibile tramite l&#39;app Xbox PC per i sistemi Windows 11 supportati e attualmente ha il supporto documentato per AMD RDNA. Microsoft afferma che il supporto hardware più ampio è ancora in espansione.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenuti\">\u003Cstrong class=\"editorjs-toc__title\">Contenuti\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\">Perché i giochi PC compilano gli shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">Da dove deriva lo stutter degli shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Il normale percorso di compilazione degli shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Cosa cambia Advanced Shader Delivery\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">La pipeline SODB → PSDB\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Perché questo è più difficile su PC che su console\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-27\" class=\"editorjs-toc__link\">Perché un aggiornamento del driver può essere importante\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Questo significa che le schermate di compilazione degli shader scompaiono?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Il confine della disponibilità degli shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Cosa significano realmente i numeri del 90% e 95% di Microsoft\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Il test diagnostico dello stutter da shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Lo stutter da shader non è la stessa cosa dello stutter da streaming degli asset\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Perché lo store è importante\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Perché questa non è solo un&#39;altra cache degli shader\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Cosa devono effettivamente fare gli sviluppatori\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Quale hardware funziona oggi?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Perché questo conta più di un&#39;altra funzionalità FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Cosa cambierebbe questa risposta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Limitazioni\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Conclusione\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\">Glossario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Fonti primarie\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Perché i giochi PC compilano gli shader\u003C\u002Fh2>\n\u003Cp>Uno shader è un piccolo programma GPU utilizzato per attività di rendering come illuminazione, materiali, ombre, post-processing e altri lavori grafici.\u003C\u002Fp>\n\u003Cp>Il gioco di solito distribuisce il codice degli shader in una forma intermedia. Prima che la GPU possa eseguirlo in modo efficiente, il driver grafico compila quel codice in una forma specifica per l'hardware.\u003C\u002Fp>\n\u003Cp>Su una console, l'hardware di destinazione e l'ambiente driver sono molto più prevedibili. Su un PC Windows, il gioco può girare su molti modelli di GPU, versioni di driver e configurazioni di sistema.\u003C\u002Fp>\n\u003Cp>Questa matrice hardware è il motivo per cui la compilazione degli shader su PC è più difficile da preparare completamente in anticipo.\u003C\u002Fp>\n\u003Ch2 id=\"section-10\">Da dove deriva lo stutter degli shader\u003C\u002Fh2>\n\u003Cp>Se il gioco incontra uno shader che non è già compilato, il driver potrebbe doverlo compilare mentre il gioco è in esecuzione.\u003C\u002Fp>\n\u003Cp>Questo lavoro può interrompere la normale pipeline dei frame. Il risultato può essere un breve blocco anche quando gli FPS medi sono alti.\u003C\u002Fp>\n\u003Cp>Una volta che lo shader compilato è stato memorizzato nella cache, lo stesso blocco potrebbe non verificarsi di nuovo finché la cache non viene invalidata o non sono necessarie nuove combinazioni di shader.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fit\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\">Perché 120 FPS possono comunque sembrare scarsi: frame time, minimi dell'1% e stutter spiegati\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Perché gli FPS medi possono sembrare sani mentre alcuni frame lunghi rendono il gioco irregolare.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leggi la guida sul frame time →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">Il normale percorso di compilazione degli shader\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Senza 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. Il gioco distribuisce il codice sorgente o i dati intermedi degli shader\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il pacchetto contiene ciò di cui il driver ha bisogno per creare programmi specifici per la GPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Il giocatore avvia il gioco\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il sistema non ha ancora in cache tutte le varianti di shader compilate.\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. Il driver compila gli shader localmente\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La compilazione avviene all'avvio, durante una schermata di precompilazione dedicata o just in time durante il gioco.\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. Gli shader compilati vengono memorizzati nella cache\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le esecuzioni future possono riutilizzare i risultati finché la cache rimane valida.\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. Modifiche al driver o al gioco possono invalidare la cache\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il sistema potrebbe dover compilare di nuovo dopo aggiornamenti rilevanti.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-17\">Cosa cambia Advanced Shader Delivery\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery sposta il costoso passaggio di compilazione in una pipeline di distribuzione.\u003C\u002Fp>\n\u003Cp>Il gioco fornisce una descrizione standardizzata degli oggetti di stato dello shader di cui può aver bisogno. Microsoft chiama questa raccolta State Object Database, o SODB.\u003C\u002Fp>\n\u003Cp>La piattaforma combina questi dati di gioco con un compilatore di shader separato per l'ambiente hardware e driver pertinente per produrre un Precompiled Shader Database, o PSDB.\u003C\u002Fp>\n\u003Cp>Il PSDB può quindi essere distribuito attraverso lo store insieme al gioco.\u003C\u002Fp>\n\u003Ch2 id=\"section-22\">La pipeline SODB → PSDB\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Come funziona 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. Il gioco crea un SODB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Lo sviluppatore raccoglie le informazioni sugli oggetti di stato necessarie per descrivere gli shader del gioco.\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. Il SODB viene inviato con il gioco\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il database dello stato degli shader diventa parte del flusso di distribuzione.\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 compilazione specifica per l'hardware avviene in anticipo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il compilatore di shader produce la forma compilata corretta per una GPU e un ambiente driver supportati.\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. Viene prodotto un PSDB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il Precompiled Shader Database contiene i dati degli shader compilati per quell'ambiente di destinazione.\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. Lo store distribuisce il PSDB\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il database degli shader compilati arriva con o insieme al download del gioco.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Windows registra gli shader compilati\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">All'avvio del gioco, molti shader possono essere già presenti invece di essere compilati localmente.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Il modello mentale più semplice\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SODB = ciò di cui il gioco può aver bisogno.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilatore = lo trasforma in programmi GPU specifici per l&#39;hardware.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = il risultato compilato.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Store = lo distribuisce prima che tu giochi.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Perché questo è più difficile su PC che su console\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Preparazione degli shader su 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\">Target hardware\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Ambiente driver\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\">Precompilazione\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\">Stabilità della 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\">Perché un aggiornamento del driver può essere importante\u003C\u002Fh2>\n\u003Cp>Gli shader compilati non sono completamente indipendenti dal driver grafico.\u003C\u002Fp>\n\u003Cp>Un aggiornamento del driver può modificare il compilatore o invalidare i dati della cache precedentemente compilati.\u003C\u002Fp>\n\u003Cp>L'architettura Advanced Shader Delivery di Microsoft è progettata per rilevare quel cambiamento dell'ambiente e aggiornare i dati degli shader precompilati invece di lasciare che il giocatore ricostruisca tutto manualmente.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Questo significa che le schermate di compilazione degli shader scompaiono?\u003C\u002Fh2>\n\u003Cp>Potenzialmente molte di esse possono diventare molto più brevi o non necessarie, ma Advanced Shader Delivery non garantisce che ogni attesa legata agli shader scompaia.\u003C\u002Fp>\n\u003Cp>La qualità del SODB è importante. Se il gioco non riesce a descrivere le combinazioni di shader necessarie in seguito, quei casi mancanti potrebbero comunque richiedere lavoro locale.\u003C\u002Fp>\n\u003Cp>Anche gli aggiornamenti del gioco possono introdurre nuovi stati degli shader che necessitano di nuovi dati precompilati.\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\">Precompilato non significa completo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Advanced Shader Delivery può eliminare una grande classe di lavoro di compilazione a runtime, ma solo per gli stati degli shader che sono stati catturati, compilati e distribuiti correttamente.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-36\">Il confine della disponibilità degli shader\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cosa determina se il gioco può evitare la compilazione 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\">Coperto da 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\">Al di fuori del database fornito\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\">Stato dello 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\">Target hardware\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Versione del gioco\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\">Distribuzione\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\">Cosa significano realmente i numeri del 90% e 95% di Microsoft\u003C\u002Fh2>\n\u003Cp>Microsoft afferma che Advanced Shader Delivery può ridurre il tempo di caricamento legato agli shader fino al 90% negli scenari supportati.\u003C\u002Fp>\n\u003Cp>Per Forza Horizon 6, Microsoft ha riportato un esempio interno specifico in cui il caricamento è sceso da quasi 1,5 minuti a circa 4 secondi su un sistema Ryzen 7 5800 con una Radeon RX 7600, che ha descritto come un risparmio di tempo di circa il 95%.\u003C\u002Fp>\n\u003Cp>Queste cifre non dovrebbero essere interpretate come una garanzia universale per ogni gioco, GPU o schermata di caricamento.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Il test diagnostico dello stutter da shader\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Come capire se un blocco è davvero compilazione di 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. Ripeti la stessa scena\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Se il blocco si verifica una volta e scompare alla seconda esecuzione, il riscaldamento della cache è un forte indizio.\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. Confronta dopo aver cancellato o invalidato la cache degli shader\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un blocco che ritorna può indicare compilazione di shader piuttosto che un collo di bottiglia permanente delle prestazioni.\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. Controlla i picchi nel frame-time\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Lo stutter da shader si manifesta come frame singoli lunghi, non semplicemente come un FPS medio stabile più basso.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Separa lo streaming degli asset dalla compilazione degli shader\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Entrambi possono produrre stutter durante l'attraversamento, ma sono pipeline diverse.\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. Controlla gli aggiornamenti del gioco e dei driver\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un nuovo aggiornamento può invalidare o espandere le cache degli shader.\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. Cerca lo stato ASD\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Nei titoli supportati dell'app Xbox PC, la finestra di avvio può indicare che sono stati installati shader precompilati.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Lo stutter da shader non è la stessa cosa dello stutter da streaming degli asset\u003C\u002Fh2>\n\u003Cp>Entrambi i problemi possono creare un blocco quando si entra in una nuova area, il che li rende facili da confondere.\u003C\u002Fp>\n\u003Cp>La compilazione degli shader riguarda la creazione di programmi GPU eseguibili. Lo streaming degli asset riguarda lo spostamento di texture, geometria e altri contenuti in memoria utilizzabile.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery affronta il primo problema. DirectStorage affronta la seconda pipeline.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fit\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 non fa decomprimere i giochi al tuo SSD: cosa fanno realmente Zstd e la decompressione GPU\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Uno sguardo separato al percorso di caricamento degli asset: letture SSD, pianificazione DirectStorage e decompressione CPU\u002FGPU.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leggi la guida su DirectStorage →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-49\">Perché lo store è importante\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery non è solo una funzionalità dell'API Direct3D.\u003C\u002Fp>\n\u003Cp>Il sistema dipende da un servizio di distribuzione che sa quale versione del gioco, ambiente GPU e database compilato appartengono insieme.\u003C\u002Fp>\n\u003Cp>Ecco perché l'attuale implementazione di Microsoft è legata alla distribuzione tramite l'app Xbox PC, piuttosto che essere qualcosa che un singolo giocatore attiva semplicemente a livello globale.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Perché questa non è solo un'altra cache degli shader\u003C\u002Fh2>\n\u003Cp>Una normale cache locale degli shader viene creata dopo che la tua macchina ha già pagato il costo della compilazione.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery tenta di fornire quello stato compilato utile prima che il costo raggiunga la tua macchina.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cache shader locale 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 shader locale\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\">Quando avviene la compilazione\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\">Chi paga il costo di compilazione iniziale\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\">Comportamento al primo avvio\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Stutter degli shader 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\">Cosa devono effettivamente fare gli sviluppatori\u003C\u002Fh2>\n\u003Cp>Il gioco deve comunque esporre informazioni sufficienti affinché la piattaforma possa costruire un database utile.\u003C\u002Fp>\n\u003Cp>Il flusso di lavoro attuale di Microsoft chiede agli sviluppatori di raccogliere o generare programmaticamente un SODB, testarlo compilando un PSDB localmente e inviare il SODB attraverso la pipeline dello storefront.\u003C\u002Fp>\n\u003Cp>Agility SDK 1.619 ha anche introdotto API di identità dell'applicazione e statistiche, così gli sviluppatori possono identificare il titolo in modo coerente e misurare quanto efficacemente viene utilizzato un PSDB.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Quale hardware funziona oggi?\u003C\u002Fh2>\n\u003Cp>L'aggiornamento di Microsoft di giugno 2026 elenca Windows 11 versione 24H2 o successiva, la versione richiesta di Xbox Gaming Services, hardware AMD Radeon basato su RDNA 1 fino a RDNA 4 e AMD Adrenalin 26.6.1 o successivo per il percorso attualmente documentato dell'app Xbox PC.\u003C\u002Fp>\n\u003Cp>Microsoft ha anche dichiarato di stare lavorando con Intel e altri produttori di hardware, e che il supporto si estenderà a più dispositivi.\u003C\u002Fp>\n\u003Cp>Ciò significa che Advanced Shader Delivery dovrebbe essere trattato come una funzionalità di piattaforma in espansione piuttosto che come una capacità universale di Windows su ogni GPU oggi.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Perché questo conta più di un'altra funzionalità FPS\u003C\u002Fh2>\n\u003Cp>L'upscaling e la generazione di frame migliorano l'output della pipeline di rendering dopo che il gioco è già in esecuzione.\u003C\u002Fp>\n\u003Cp>Advanced Shader Delivery affronta un problema di qualità diverso: un picco nel tempo di frame causato dalla preparazione dei programmi GPU nel momento sbagliato.\u003C\u002Fp>\n\u003Cp>Ecco perché il beneficio può essere visibile anche quando gli FPS medi non cambiano affatto.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Cosa cambierebbe questa risposta?\u003C\u002Fh2>\n\u003Cp>Il confine mobile più grande è il supporto dell'ecosistema.\u003C\u002Fp>\n\u003Cp>Microsoft sta ancora espandendo Advanced Shader Delivery su GPU, flussi di lavoro degli storefront e integrazioni con motori di gioco. I requisiti hardware e i percorsi di distribuzione supportati possono quindi cambiare rapidamente.\u003C\u002Fp>\n\u003Cp>Una futura implementazione integrata ampiamente nei principali storefront PC potrebbe rendere la distribuzione di shader precompilati molto più trasparente per i giocatori di quanto non sia oggi.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Limitazioni\u003C\u002Fh2>\n\u003Cp>Questo articolo descrive l'architettura Advanced Shader Delivery documentata da Microsoft e il supporto attuale dell'app Windows\u002FXbox PC a settembre 2026.\u003C\u002Fp>\n\u003Cp>I risparmi sui tempi di caricamento riportati da Microsoft sono misurazioni dei fornitori relative a scenari supportati specifici. Non devono essere considerati come garanzie universali di prestazioni.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Conclusione\u003C\u002Fh2>\n\u003Cp>Advanced Shader Delivery risolve un problema semplice con una risposta a livello di piattaforma.\u003C\u002Fp>\n\u003Cp>Un gioco per PC necessita di shader compilati specifici per la GPU. Compilarli sulla macchina del giocatore può causare lunghi avvii iniziali e stutter just-in-time. ASD cattura ciò di cui il gioco ha bisogno, lo compila in anticipo per l'ambiente di destinazione e distribuisce il risultato attraverso lo storefront.\u003C\u002Fp>\n\u003Cp>Lo shader esiste ancora. La compilazione avviene ancora. Il cambiamento importante è che avviene prima che il giocatore ne abbia bisogno.\u003C\u002Fp>\n\u003Ch2 id=\"section-80\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Advanced Shader Delivery in parole semplici\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\">Cos&#39;è Advanced Shader Delivery?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Una tecnologia Direct3D 12 di Windows 11 che precompila gli shader in anticipo e li distribuisce con il gioco invece di compilare tutto sul PC del giocatore.\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\">Cos&#39;è un SODB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Un State Object Database che descrive gli stati degli shader di cui un gioco potrebbe aver bisogno, in modo che possano essere compilati prima della distribuzione.\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\">Cos&#39;è un PSDB?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Un Precompiled Shader Database contenente programmi shader già compilati per un ambiente hardware e driver di destinazione.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">ASD elimina tutto lo stutter degli shader?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non automaticamente. Stati degli shader mancanti, ambienti non supportati o nuovi contenuti di gioco possono comunque richiedere una compilazione 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 è la stessa cosa di una cache locale degli shader?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Una cache locale viene creata dopo che il tuo PC compila gli shader. ASD cerca di distribuire i dati degli shader compilati prima che tu avvii il gioco.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Advanced Shader Delivery aumenta gli FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Il suo scopo principale è una preparazione più rapida degli shader e meno picchi di frame-time legati alla compilazione, non FPS più elevati in condizioni stabili.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-82\">Glossario\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\">Termini chiave sulla distribuzione degli shader\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 programma per GPU utilizzato per operazioni grafiche o di calcolo come illuminazione, materiali e post-processing.\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\">Compilazione degli shader\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La trasformazione del codice degli shader in una forma eseguibile specifica per la GPU che il driver e l'hardware possono eseguire.\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 contenente informazioni sullo stato degli shader raccolte da o generate per un gioco.\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 contenente dati degli shader compilati in anticipo per un ambiente di destinazione.\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\">Compilazione JIT\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Compilazione just-in-time eseguita quando uno shader è richiesto per la prima volta durante l'avvio o il gioco.\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 modello di Figure Rocks che descrive quando uno shader può essere servito da dati precompilati distribuiti e quando è ancora necessaria la compilazione locale.\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 flusso di lavoro di Figure Rocks per separare i blocchi dovuti alla compilazione degli shader da altre cause di picchi di frame-time.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Fonti primarie\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\">Documentazione ufficiale di Windows che copre il flusso di lavoro da SODB a PSDB, i vantaggi e l&#39;attuale modello di piattaforma.\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\">Spiegazione ufficiale dell&#39;architettura che copre la compilazione locale degli shader, SODB, PSDB e la distribuzione tramite storefront.\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\">Aggiornamento ufficiale per sviluppatori del 2026 che copre l&#39;integrazione SODB, l&#39;identità dell&#39;applicazione, le statistiche e il flusso di lavoro di 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\">Aggiornamento ufficiale sulla disponibilità del 2026 che copre Windows 11, il supporto AMD RDNA, la distribuzione tramite l&#39;app Xbox PC e le misurazioni di Forza Horizon 6.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1202},1790406773624,[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},"Lo stutter degli shader su PC esiste perché un gioco spesso non può utilizzare uno shader finché quello shader non è stato compilato per l'esatta GPU e l'ambiente driver su cui gira il gioco. Microsoft Advanced Shader Delivery cambia dove avviene questa compilazione: invece di aspettare il PC del giocatore, il lavoro può essere svolto in anticipo e i dati degli shader compilati possono arrivare insieme al gioco.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"24a1733ca8",{"body":549,"title":550,"variant":551},"\u003Cstrong>Advanced Shader Delivery non fa sparire gli shader.\u003C\u002Fstrong> Sposta gran parte del lavoro di compilazione lontano dal PC del giocatore. Un gioco fornisce le informazioni sullo stato degli shader, la piattaforma crea database di shader precompilati specifici per l'hardware e lo storefront consegna i dati compilati corretti al giocatore.","Risposta diretta","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a3661d84",{"body":557,"title":558,"variant":559},"Advanced Shader Delivery è disponibile tramite l'app Xbox PC per i sistemi Windows 11 supportati e attualmente ha il supporto documentato per AMD RDNA. Microsoft afferma che il supporto hardware più ampio è ancora in espansione.","Stato attuale nel 2026","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Contenuti",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"629087889e",{"text":571,"level":47},"Perché i giochi PC compilano gli shader","header",{},{"id":575,"data":576,"type":544,"tunes":578},"598e794c99",{"text":577},"Uno shader è un piccolo programma GPU utilizzato per attività di rendering come illuminazione, materiali, ombre, post-processing e altri lavori grafici.",{},{"id":580,"data":581,"type":544,"tunes":583},"72d7b4a8a7",{"text":582},"Il gioco di solito distribuisce il codice degli shader in una forma intermedia. Prima che la GPU possa eseguirlo in modo efficiente, il driver grafico compila quel codice in una forma specifica per l'hardware.",{},{"id":585,"data":586,"type":544,"tunes":588},"dc6d594d0a",{"text":587},"Su una console, l'hardware di destinazione e l'ambiente driver sono molto più prevedibili. Su un PC Windows, il gioco può girare su molti modelli di GPU, versioni di driver e configurazioni di sistema.",{},{"id":590,"data":591,"type":544,"tunes":593},"66bff5badb",{"text":592},"Questa matrice hardware è il motivo per cui la compilazione degli shader su PC è più difficile da preparare completamente in anticipo.",{},{"id":595,"data":596,"type":572,"tunes":598},"9d6edb14c9",{"text":597,"level":47},"Da dove deriva lo stutter degli shader",{},{"id":600,"data":601,"type":544,"tunes":603},"ed90f5091b",{"text":602},"Se il gioco incontra uno shader che non è già compilato, il driver potrebbe doverlo compilare mentre il gioco è in esecuzione.",{},{"id":605,"data":606,"type":544,"tunes":608},"7551ab324d",{"text":607},"Questo lavoro può interrompere la normale pipeline dei frame. Il risultato può essere un breve blocco anche quando gli FPS medi sono alti.",{},{"id":610,"data":611,"type":544,"tunes":613},"a75fc2b3d4",{"text":612},"Una volta che lo shader compilato è stato memorizzato nella cache, lo stesso blocco potrebbe non verificarsi di nuovo finché la cache non viene invalidata o non sono necessarie nuove combinazioni di shader.",{},{"id":615,"data":616,"type":621,"tunes":622},"6aed79503f",{"url":617,"title":618,"excerpt":619,"ctaLabel":620},"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Perché 120 FPS possono comunque sembrare scarsi: frame time, minimi dell'1% e stutter spiegati","Perché gli FPS medi possono sembrare sani mentre alcuni frame lunghi rendono il gioco irregolare.","Leggi la guida sul frame time","referralArticle",{},{"id":624,"data":625,"type":572,"tunes":627},"6417a8a29e",{"text":626,"level":47},"Il normale percorso di compilazione degli shader",{},{"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. Il gioco distribuisce il codice sorgente o i dati intermedi degli shader","Il pacchetto contiene ciò di cui il driver ha bisogno per creare programmi specifici per la GPU.",{"label":636,"description":637},"2. Il giocatore avvia il gioco","Il sistema non ha ancora in cache tutte le varianti di shader compilate.",{"label":639,"description":640},"3. Il driver compila gli shader localmente","La compilazione avviene all'avvio, durante una schermata di precompilazione dedicata o just in time durante il gioco.",{"label":642,"description":643},"4. Gli shader compilati vengono memorizzati nella cache","Le esecuzioni future possono riutilizzare i risultati finché la cache rimane valida.",{"label":645,"description":646},"5. Modifiche al driver o al gioco possono invalidare la cache","Il sistema potrebbe dover compilare di nuovo dopo aggiornamenti rilevanti.","Senza Advanced Shader Delivery","auto","processFlow",{},{"id":652,"data":653,"type":572,"tunes":655},"873418b9cd",{"text":654,"level":47},"Cosa cambia Advanced Shader Delivery",{},{"id":657,"data":658,"type":544,"tunes":660},"2d58ee74cb",{"text":659},"Advanced Shader Delivery sposta il costoso passaggio di compilazione in una pipeline di distribuzione.",{},{"id":662,"data":663,"type":544,"tunes":665},"265d255da5",{"text":664},"Il gioco fornisce una descrizione standardizzata degli oggetti di stato dello shader di cui può aver bisogno. Microsoft chiama questa raccolta State Object Database, o SODB.",{},{"id":667,"data":668,"type":544,"tunes":670},"816925a31d",{"text":669},"La piattaforma combina questi dati di gioco con un compilatore di shader separato per l'ambiente hardware e driver pertinente per produrre un Precompiled Shader Database, o PSDB.",{},{"id":672,"data":673,"type":544,"tunes":675},"0f09842033",{"text":674},"Il PSDB può quindi essere distribuito attraverso lo store insieme al gioco.",{},{"id":677,"data":678,"type":572,"tunes":680},"9ce7e91c28",{"text":679,"level":47},"La 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. Il gioco crea un SODB","Lo sviluppatore raccoglie le informazioni sugli oggetti di stato necessarie per descrivere gli shader del gioco.",{"label":689,"description":690},"2. Il SODB viene inviato con il gioco","Il database dello stato degli shader diventa parte del flusso di distribuzione.",{"label":692,"description":693},"3. La compilazione specifica per l'hardware avviene in anticipo","Il compilatore di shader produce la forma compilata corretta per una GPU e un ambiente driver supportati.",{"label":695,"description":696},"4. Viene prodotto un PSDB","Il Precompiled Shader Database contiene i dati degli shader compilati per quell'ambiente di destinazione.",{"label":698,"description":699},"5. Lo store distribuisce il PSDB","Il database degli shader compilati arriva con o insieme al download del gioco.",{"label":701,"description":702},"6. Windows registra gli shader compilati","All'avvio del gioco, molti shader possono essere già presenti invece di essere compilati localmente.","Come funziona Advanced Shader Delivery",{},{"id":706,"data":707,"type":552,"tunes":711},"1fcbe512dc",{"body":708,"title":709,"variant":710},"\u003Cstrong>SODB = ciò di cui il gioco può aver bisogno.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compilatore = lo trasforma in programmi GPU specifici per l'hardware.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = il risultato compilato.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Store = lo distribuisce prima che tu giochi.\u003C\u002Fstrong>","Il modello mentale più semplice","success",{},{"id":713,"data":714,"type":572,"tunes":716},"ac158345e6",{"text":715,"level":47},"Perché questo è più difficile su PC che su 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","Target hardware",[13,13],{"id":726,"label":727,"values":728},"driver","Ambiente driver",[13,13],{"id":730,"label":731,"values":732},"compile","Precompilazione",[13,13],{"id":734,"label":735,"values":736},"cache","Stabilità della cache",[13,13],"Preparazione degli shader su 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},"Perché un aggiornamento del driver può essere importante",{},{"id":754,"data":755,"type":544,"tunes":757},"348a23401d",{"text":756},"Gli shader compilati non sono completamente indipendenti dal driver grafico.",{},{"id":759,"data":760,"type":544,"tunes":762},"7c4efce81d",{"text":761},"Un aggiornamento del driver può modificare il compilatore o invalidare i dati della cache precedentemente compilati.",{},{"id":764,"data":765,"type":544,"tunes":767},"fb009b6277",{"text":766},"L'architettura Advanced Shader Delivery di Microsoft è progettata per rilevare quel cambiamento dell'ambiente e aggiornare i dati degli shader precompilati invece di lasciare che il giocatore ricostruisca tutto manualmente.",{},{"id":769,"data":770,"type":572,"tunes":772},"428a0ec70d",{"text":771,"level":47},"Questo significa che le schermate di compilazione degli shader scompaiono?",{},{"id":774,"data":775,"type":544,"tunes":777},"4aa0142d15",{"text":776},"Potenzialmente molte di esse possono diventare molto più brevi o non necessarie, ma Advanced Shader Delivery non garantisce che ogni attesa legata agli shader scompaia.",{},{"id":779,"data":780,"type":544,"tunes":782},"90741fcfd5",{"text":781},"La qualità del SODB è importante. Se il gioco non riesce a descrivere le combinazioni di shader necessarie in seguito, quei casi mancanti potrebbero comunque richiedere lavoro locale.",{},{"id":784,"data":785,"type":544,"tunes":787},"c5a2b190ed",{"text":786},"Anche gli aggiornamenti del gioco possono introdurre nuovi stati degli shader che necessitano di nuovi dati precompilati.",{},{"id":789,"data":790,"type":552,"tunes":794},"89507e115a",{"body":791,"title":792,"variant":793},"Advanced Shader Delivery può eliminare una grande classe di lavoro di compilazione a runtime, ma solo per gli stati degli shader che sono stati catturati, compilati e distribuiti correttamente.","Precompilato non significa completo","warning",{},{"id":796,"data":797,"type":572,"tunes":799},"8bbaf279d1",{"text":798,"level":47},"Il confine della disponibilità degli shader",{},{"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","Stato dello shader",[13,13],{"id":809,"label":723,"values":810},"target",[13,13],{"id":812,"label":813,"values":814},"version","Versione del gioco",[13,13],{"id":816,"label":817,"values":818},"delivery","Distribuzione",[13,13],"Cosa determina se il gioco può evitare la compilazione locale?",[821,824],{"id":822,"label":823},"covered","Coperto da ASD",{"id":825,"label":826},"missing","Al di fuori del database fornito",{},{"id":829,"data":830,"type":572,"tunes":832},"e941fa79d5",{"text":831,"level":47},"Cosa significano realmente i numeri del 90% e 95% di Microsoft",{},{"id":834,"data":835,"type":544,"tunes":837},"0118140982",{"text":836},"Microsoft afferma che Advanced Shader Delivery può ridurre il tempo di caricamento legato agli shader fino al 90% negli scenari supportati.",{},{"id":839,"data":840,"type":544,"tunes":842},"c3971ea047",{"text":841},"Per Forza Horizon 6, Microsoft ha riportato un esempio interno specifico in cui il caricamento è sceso da quasi 1,5 minuti a circa 4 secondi su un sistema Ryzen 7 5800 con una Radeon RX 7600, che ha descritto come un risparmio di tempo di circa il 95%.",{},{"id":844,"data":845,"type":544,"tunes":847},"7670e213a0",{"text":846},"Queste cifre non dovrebbero essere interpretate come una garanzia universale per ogni gioco, GPU o schermata di caricamento.",{},{"id":849,"data":850,"type":572,"tunes":852},"839c0e3988",{"text":851,"level":47},"Il test diagnostico dello stutter da 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. Ripeti la stessa scena","Se il blocco si verifica una volta e scompare alla seconda esecuzione, il riscaldamento della cache è un forte indizio.",{"label":861,"description":862},"2. Confronta dopo aver cancellato o invalidato la cache degli shader","Un blocco che ritorna può indicare compilazione di shader piuttosto che un collo di bottiglia permanente delle prestazioni.",{"label":864,"description":865},"3. Controlla i picchi nel frame-time","Lo stutter da shader si manifesta come frame singoli lunghi, non semplicemente come un FPS medio stabile più basso.",{"label":867,"description":868},"4. Separa lo streaming degli asset dalla compilazione degli shader","Entrambi possono produrre stutter durante l'attraversamento, ma sono pipeline diverse.",{"label":870,"description":871},"5. Controlla gli aggiornamenti del gioco e dei driver","Un nuovo aggiornamento può invalidare o espandere le cache degli shader.",{"label":873,"description":874},"6. Cerca lo stato ASD","Nei titoli supportati dell'app Xbox PC, la finestra di avvio può indicare che sono stati installati shader precompilati.","Come capire se un blocco è davvero compilazione di shader",{},{"id":878,"data":879,"type":572,"tunes":881},"f769a5fe57",{"text":880,"level":47},"Lo stutter da shader non è la stessa cosa dello stutter da streaming degli asset",{},{"id":883,"data":884,"type":544,"tunes":886},"a97fc94605",{"text":885},"Entrambi i problemi possono creare un blocco quando si entra in una nuova area, il che li rende facili da confondere.",{},{"id":888,"data":889,"type":544,"tunes":891},"ad12701b27",{"text":890},"La compilazione degli shader riguarda la creazione di programmi GPU eseguibili. Lo streaming degli asset riguarda lo spostamento di texture, geometria e altri contenuti in memoria utilizzabile.",{},{"id":893,"data":894,"type":544,"tunes":896},"b94a2dd59f",{"text":895},"Advanced Shader Delivery affronta il primo problema. DirectStorage affronta la seconda pipeline.",{},{"id":898,"data":899,"type":621,"tunes":904},"a9dfa4c70c",{"url":900,"title":901,"excerpt":902,"ctaLabel":903},"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 non fa decomprimere i giochi al tuo SSD: cosa fanno realmente Zstd e la decompressione GPU","Uno sguardo separato al percorso di caricamento degli asset: letture SSD, pianificazione DirectStorage e decompressione CPU\u002FGPU.","Leggi la guida su DirectStorage",{},{"id":906,"data":907,"type":572,"tunes":909},"4dd6f52499",{"text":908,"level":47},"Perché lo store è importante",{},{"id":911,"data":912,"type":544,"tunes":914},"ce08ac7263",{"text":913},"Advanced Shader Delivery non è solo una funzionalità dell'API Direct3D.",{},{"id":916,"data":917,"type":544,"tunes":919},"a0ab668bcb",{"text":918},"Il sistema dipende da un servizio di distribuzione che sa quale versione del gioco, ambiente GPU e database compilato appartengono insieme.",{},{"id":921,"data":922,"type":544,"tunes":924},"4eb480c656",{"text":923},"Ecco perché l'attuale implementazione di Microsoft è legata alla distribuzione tramite l'app Xbox PC, piuttosto che essere qualcosa che un singolo giocatore attiva semplicemente a livello globale.",{},{"id":926,"data":927,"type":572,"tunes":929},"b8693ba872",{"text":928,"level":47},"Perché questa non è solo un'altra cache degli shader",{},{"id":931,"data":932,"type":544,"tunes":934},"4af48bdc6c",{"text":933},"Una normale cache locale degli shader viene creata dopo che la tua macchina ha già pagato il costo della compilazione.",{},{"id":936,"data":937,"type":544,"tunes":939},"8c45dac918",{"text":938},"Advanced Shader Delivery tenta di fornire quello stato compilato utile prima che il costo raggiunga la tua macchina.",{},{"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","Quando avviene la compilazione",[13,13],{"id":949,"label":950,"values":951},"cost","Chi paga il costo di compilazione iniziale",[13,13],{"id":953,"label":954,"values":955},"first-run","Comportamento al primo avvio",[13,13],{"id":957,"label":958,"values":959},"stutter","Stutter degli shader JIT",[13,13],"Cache shader locale vs Advanced Shader Delivery",[962,965],{"id":963,"label":964},"local","Cache shader locale",{"id":966,"label":967},"asd","Advanced Shader Delivery",{},{"id":970,"data":971,"type":572,"tunes":973},"76cff75952",{"text":972,"level":47},"Cosa devono effettivamente fare gli sviluppatori",{},{"id":975,"data":976,"type":544,"tunes":978},"bfaa3db2d6",{"text":977},"Il gioco deve comunque esporre informazioni sufficienti affinché la piattaforma possa costruire un database utile.",{},{"id":980,"data":981,"type":544,"tunes":983},"ed2d5b8b93",{"text":982},"Il flusso di lavoro attuale di Microsoft chiede agli sviluppatori di raccogliere o generare programmaticamente un SODB, testarlo compilando un PSDB localmente e inviare il SODB attraverso la pipeline dello storefront.",{},{"id":985,"data":986,"type":544,"tunes":988},"186600f899",{"text":987},"Agility SDK 1.619 ha anche introdotto API di identità dell'applicazione e statistiche, così gli sviluppatori possono identificare il titolo in modo coerente e misurare quanto efficacemente viene utilizzato un PSDB.",{},{"id":990,"data":991,"type":572,"tunes":993},"da7b0ce8b5",{"text":992,"level":47},"Quale hardware funziona oggi?",{},{"id":995,"data":996,"type":544,"tunes":998},"e2e43ce998",{"text":997},"L'aggiornamento di Microsoft di giugno 2026 elenca Windows 11 versione 24H2 o successiva, la versione richiesta di Xbox Gaming Services, hardware AMD Radeon basato su RDNA 1 fino a RDNA 4 e AMD Adrenalin 26.6.1 o successivo per il percorso attualmente documentato dell'app Xbox PC.",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"7c82f021e1",{"text":1002},"Microsoft ha anche dichiarato di stare lavorando con Intel e altri produttori di hardware, e che il supporto si estenderà a più dispositivi.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"9e9a02e41c",{"text":1007},"Ciò significa che Advanced Shader Delivery dovrebbe essere trattato come una funzionalità di piattaforma in espansione piuttosto che come una capacità universale di Windows su ogni GPU oggi.",{},{"id":1010,"data":1011,"type":572,"tunes":1013},"bd182f72b0",{"text":1012,"level":47},"Perché questo conta più di un'altra funzionalità FPS",{},{"id":1015,"data":1016,"type":544,"tunes":1018},"9decb9c1b9",{"text":1017},"L'upscaling e la generazione di frame migliorano l'output della pipeline di rendering dopo che il gioco è già in esecuzione.",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"64eec31a18",{"text":1022},"Advanced Shader Delivery affronta un problema di qualità diverso: un picco nel tempo di frame causato dalla preparazione dei programmi GPU nel momento sbagliato.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"a6a0db382e",{"text":1027},"Ecco perché il beneficio può essere visibile anche quando gli FPS medi non cambiano affatto.",{},{"id":1030,"data":1031,"type":572,"tunes":1033},"09bde21a8d",{"text":1032,"level":47},"Cosa cambierebbe questa risposta?",{},{"id":1035,"data":1036,"type":544,"tunes":1038},"b0e7ca01a4",{"text":1037},"Il confine mobile più grande è il supporto dell'ecosistema.",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"537568c224",{"text":1042},"Microsoft sta ancora espandendo Advanced Shader Delivery su GPU, flussi di lavoro degli storefront e integrazioni con motori di gioco. I requisiti hardware e i percorsi di distribuzione supportati possono quindi cambiare rapidamente.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"fe24516c11",{"text":1047},"Una futura implementazione integrata ampiamente nei principali storefront PC potrebbe rendere la distribuzione di shader precompilati molto più trasparente per i giocatori di quanto non sia oggi.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"0e31e2d54d",{"text":1052,"level":47},"Limitazioni",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"a7881e11e1",{"text":1057},"Questo articolo descrive l'architettura Advanced Shader Delivery documentata da Microsoft e il supporto attuale dell'app Windows\u002FXbox PC a settembre 2026.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"71ebc16fda",{"text":1062},"I risparmi sui tempi di caricamento riportati da Microsoft sono misurazioni dei fornitori relative a scenari supportati specifici. Non devono essere considerati come garanzie universali di prestazioni.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"f7a38af5be",{"text":1067,"level":47},"Conclusione",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"f1308f3e80",{"text":1072},"Advanced Shader Delivery risolve un problema semplice con una risposta a livello di piattaforma.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"b102a861bb",{"text":1077},"Un gioco per PC necessita di shader compilati specifici per la GPU. Compilarli sulla macchina del giocatore può causare lunghi avvii iniziali e stutter just-in-time. ASD cattura ciò di cui il gioco ha bisogno, lo compila in anticipo per l'ambiente di destinazione e distribuisce il risultato attraverso lo storefront.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"da805fabf0",{"text":1082},"Lo shader esiste ancora. La compilazione avviene ancora. Il cambiamento importante è che avviene prima che il giocatore ne abbia bisogno.",{},{"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","Una tecnologia Direct3D 12 di Windows 11 che precompila gli shader in anticipo e li distribuisce con il gioco invece di compilare tutto sul PC del giocatore.","Cos'è Advanced Shader Delivery?",{"id":1098,"answer":1099,"question":1100},"faq2","Un State Object Database che descrive gli stati degli shader di cui un gioco potrebbe aver bisogno, in modo che possano essere compilati prima della distribuzione.","Cos'è un SODB?",{"id":1102,"answer":1103,"question":1104},"faq3","Un Precompiled Shader Database contenente programmi shader già compilati per un ambiente hardware e driver di destinazione.","Cos'è un PSDB?",{"id":1106,"answer":1107,"question":1108},"faq4","Non automaticamente. Stati degli shader mancanti, ambienti non supportati o nuovi contenuti di gioco possono comunque richiedere una compilazione locale.","ASD elimina tutto lo stutter degli shader?",{"id":1110,"answer":1111,"question":1112},"faq5","No. Una cache locale viene creata dopo che il tuo PC compila gli shader. ASD cerca di distribuire i dati degli shader compilati prima che tu avvii il gioco.","ASD è la stessa cosa di una cache locale degli shader?",{"id":1114,"answer":1115,"question":1116},"faq6","Il suo scopo principale è una preparazione più rapida degli shader e meno picchi di frame-time legati alla compilazione, non FPS più elevati in condizioni stabili.","Advanced Shader Delivery aumenta gli FPS?","Advanced Shader Delivery in parole semplici","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"8733f298cd",{"text":1123,"level":47},"Glossario",{},{"id":1126,"data":1127,"type":1158,"tunes":1159},"407257a6d1",{"title":1128,"entries":1129},"Termini chiave sulla distribuzione degli shader",[1130,1134,1138,1142,1146,1150,1154],{"term":1131,"anchor":1132,"definition":1133},"Shader","shader","Un programma per GPU utilizzato per operazioni grafiche o di calcolo come illuminazione, materiali e post-processing.",{"term":1135,"anchor":1136,"definition":1137},"Compilazione degli shader","shader-compilation","La trasformazione del codice degli shader in una forma eseguibile specifica per la GPU che il driver e l'hardware possono eseguire.",{"term":1139,"anchor":1140,"definition":1141},"SODB","sodb","State Object Database contenente informazioni sullo stato degli shader raccolte da o generate per un gioco.",{"term":1143,"anchor":1144,"definition":1145},"PSDB","psdb","Precompiled Shader Database contenente dati degli shader compilati in anticipo per un ambiente di destinazione.",{"term":1147,"anchor":1148,"definition":1149},"Compilazione JIT","jit-compilation","Compilazione just-in-time eseguita quando uno shader è richiesto per la prima volta durante l'avvio o il gioco.",{"term":1151,"anchor":1152,"definition":1153},"Shader Availability Boundary","shader-availability-boundary","Un modello di Figure Rocks che descrive quando uno shader può essere servito da dati precompilati distribuiti e quando è ancora necessaria la compilazione locale.",{"term":1155,"anchor":1156,"definition":1157},"Shader-Stutter Diagnosis Test","shader-stutter-diagnosis-test","Un flusso di lavoro di Figure Rocks per separare i blocchi dovuti alla compilazione degli shader da altre cause di picchi di frame-time.","glossary",{},{"id":1161,"data":1162,"type":572,"tunes":1164},"3ab856f2b4",{"text":1163,"level":47},"Fonti primarie",{},{"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","Documentazione ufficiale di Windows che copre il flusso di lavoro da SODB a PSDB, i vantaggi e l'attuale modello di piattaforma.","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","Spiegazione ufficiale dell'architettura che copre la compilazione locale degli shader, SODB, PSDB e la distribuzione tramite storefront.",{},{"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","Aggiornamento ufficiale per sviluppatori del 2026 che copre l'integrazione SODB, l'identità dell'applicazione, le statistiche e il flusso di lavoro di 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","Aggiornamento ufficiale sulla disponibilità del 2026 che copre Windows 11, il supporto AMD RDNA, la distribuzione tramite l'app Xbox PC e le misurazioni di Forza Horizon 6.",{},"2.31","Lo stutter degli shader si verifica quando un gioco per PC deve compilare programmi GPU nel momento sbagliato. Microsoft Advanced Shader Delivery sposta gran parte di questo lavoro fuori dal PC del giocatore, preparando in anticipo shader specifici per l'hardware e distribuendoli insieme al gioco.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3",false,"PUBLISHED","2026-09-26T01:08:00.000Z","2026-09-26T07:08:09.269Z","2026-09-26T07:43:04.346Z",{"en":1212,"de":1213,"sr":1214,"es":1215,"fr":1216,"it":1217,"ru":1218,"zh":1219},"\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fde\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fsr\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fes\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Ffr\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fit\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fru\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","\u002Fzh\u002Fblog\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it",[1221,1225,1227,1231,1235,1239],{"id":1222,"name":1223,"slug":1224},62,"Scatti degli shader","shader-stutter",{"id":1226,"name":1135,"slug":1136},236,{"id":1228,"name":1229,"slug":1230},328,"Identifica il tipo di scatto","identify-stutter-type",{"id":1232,"name":1233,"slug":1234},253,"Frequenza di aggiornamento e chiarezza","refresh-and-clarity",{"id":1236,"name":1237,"slug":1238},251,"Sfocatura e persistenza","blur-and-persistence",{"id":1240,"name":1241,"slug":1242},137,"Impostazioni che contano","settings-that-matter",{"id":283,"login":1244,"email":1245,"displayName":1246},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1248,1766],{"lang":8,"title":1249,"content":1250,"contentJson":1251,"excerpt":1765},"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":1252,"blocks":1253,"version":1764},1790406603890,[1254,1258,1263,1268,1272,1276,1280,1284,1288,1292,1296,1300,1304,1308,1315,1319,1339,1343,1347,1351,1355,1359,1363,1386,1391,1395,1416,1420,1424,1428,1432,1436,1440,1444,1448,1453,1457,1478,1482,1486,1490,1494,1498,1521,1525,1529,1533,1537,1544,1548,1552,1556,1560,1564,1568,1572,1593,1597,1601,1605,1609,1613,1617,1621,1625,1629,1633,1637,1641,1645,1649,1653,1657,1661,1665,1669,1673,1677,1681,1685,1688,1711,1715,1736,1740,1746,1752,1758],{"id":541,"data":1255,"type":544,"tunes":1257},{"text":1256},"PC shader stutter exists because a game often cannot use a shader until that shader has been compiled for the exact GPU and driver environment running the game. Microsoft Advanced Shader Delivery changes where that compilation happens: instead of waiting for the player's PC, the work can be done ahead of time and the compiled shader data can arrive with the game.",{},{"id":547,"data":1259,"type":552,"tunes":1262},{"body":1260,"title":1261,"variant":551},"\u003Cstrong>Advanced Shader Delivery does not make shaders disappear.\u003C\u002Fstrong> It moves much of the compilation work away from the player's PC. A game supplies shader state information, the platform builds hardware-specific precompiled shader databases, and the storefront delivers the right compiled data to the player.","Direct answer",{},{"id":555,"data":1264,"type":552,"tunes":1267},{"body":1265,"title":1266,"variant":559},"Advanced Shader Delivery is available through the Xbox PC app for supported Windows 11 systems and currently has documented AMD RDNA support. Microsoft says broader hardware support is still expanding.","Current status in 2026",{},{"id":562,"data":1269,"type":566,"tunes":1271},{"title":1270,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1273,"type":572,"tunes":1275},{"text":1274,"level":47},"Why PC games compile shaders in the first place",{},{"id":575,"data":1277,"type":544,"tunes":1279},{"text":1278},"A shader is a small GPU program used for rendering tasks such as lighting, materials, shadows, post-processing and other graphics work.",{},{"id":580,"data":1281,"type":544,"tunes":1283},{"text":1282},"The game usually ships shader code in an intermediate form. Before the GPU can execute it efficiently, the graphics driver compiles that code into a hardware-specific form.",{},{"id":585,"data":1285,"type":544,"tunes":1287},{"text":1286},"On a console, the target hardware and driver environment are much more predictable. On a Windows PC, the game may run on many GPU models, driver versions and system configurations.",{},{"id":590,"data":1289,"type":544,"tunes":1291},{"text":1290},"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.",{},{"id":595,"data":1293,"type":572,"tunes":1295},{"text":1294,"level":47},"Where shader stutter comes from",{},{"id":600,"data":1297,"type":544,"tunes":1299},{"text":1298},"If the game encounters a shader that is not already compiled, the driver may have to compile it while the game is running.",{},{"id":605,"data":1301,"type":544,"tunes":1303},{"text":1302},"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.",{},{"id":610,"data":1305,"type":544,"tunes":1307},{"text":1306},"Once the compiled shader has been cached, the same hitch may not happen again until the cache is invalidated or new shader combinations are needed.",{},{"id":615,"data":1309,"type":621,"tunes":1314},{"url":1310,"title":1311,"excerpt":1312,"ctaLabel":1313},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can look healthy while a few long frames make the game feel uneven.","Read the frame-time guide",{},{"id":624,"data":1316,"type":572,"tunes":1318},{"text":1317,"level":47},"The normal shader-compilation path",{},{"id":629,"data":1320,"type":649,"tunes":1338},{"steps":1321,"title":1337,"orientation":648},[1322,1325,1328,1331,1334],{"label":1323,"description":1324},"1. Game ships shader source or intermediate data","The package contains what the driver needs to build GPU-specific programs.",{"label":1326,"description":1327},"2. Player launches the game","The system does not yet have every compiled shader variant in cache.",{"label":1329,"description":1330},"3. Driver compiles shaders locally","Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.",{"label":1332,"description":1333},"4. Compiled shaders are cached","Future runs can reuse the results while the cache remains valid.",{"label":1335,"description":1336},"5. Driver or game changes can invalidate the cache","The system may need to compile again after relevant updates.","Without Advanced Shader Delivery",{},{"id":652,"data":1340,"type":572,"tunes":1342},{"text":1341,"level":47},"What Advanced Shader Delivery changes",{},{"id":657,"data":1344,"type":544,"tunes":1346},{"text":1345},"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.",{},{"id":662,"data":1348,"type":544,"tunes":1350},{"text":1349},"The game provides a standardized description of the shader state objects it can need. Microsoft calls that collection a State Object Database, or SODB.",{},{"id":667,"data":1352,"type":544,"tunes":1354},{"text":1353},"The platform combines that game data with a separated shader compiler for the relevant hardware and driver environment to produce a Precompiled Shader Database, or PSDB.",{},{"id":672,"data":1356,"type":544,"tunes":1358},{"text":1357},"The PSDB can then be distributed through the storefront alongside the game.",{},{"id":677,"data":1360,"type":572,"tunes":1362},{"text":1361,"level":47},"The SODB → PSDB pipeline",{},{"id":682,"data":1364,"type":649,"tunes":1385},{"steps":1365,"title":1384,"orientation":648},[1366,1369,1372,1375,1378,1381],{"label":1367,"description":1368},"1. Game creates an SODB","The developer collects the state-object information needed to describe the game's shaders.",{"label":1370,"description":1371},"2. SODB is submitted with the game","The shader-state database becomes part of the distribution workflow.",{"label":1373,"description":1374},"3. Hardware-specific compilation happens ahead of time","The shader compiler produces the correct compiled form for a supported GPU and driver environment.",{"label":1376,"description":1377},"4. A PSDB is produced","The Precompiled Shader Database contains compiled shader data for that target environment.",{"label":1379,"description":1380},"5. Storefront delivers the PSDB","The compiled shader database arrives with or alongside the game download.",{"label":1382,"description":1383},"6. Windows registers the compiled shaders","When the game starts, many shaders can already be present instead of being compiled locally.","How Advanced Shader Delivery works",{},{"id":706,"data":1387,"type":552,"tunes":1390},{"body":1388,"title":1389,"variant":710},"\u003Cstrong>SODB = what the game may need.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = turns it into hardware-specific GPU programs.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = the compiled result.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Storefront = delivers it before you play.\u003C\u002Fstrong>","The simplest mental model",{},{"id":713,"data":1392,"type":572,"tunes":1394},{"text":1393,"level":47},"Why this is harder on PC than on console",{},{"id":718,"data":1396,"type":746,"tunes":1415},{"rows":1397,"title":1410,"layout":738,"columns":1411},[1398,1401,1404,1407],{"id":722,"label":1399,"values":1400},"Hardware target",[13,13],{"id":726,"label":1402,"values":1403},"Driver environment",[13,13],{"id":730,"label":1405,"values":1406},"Precompilation",[13,13],{"id":734,"label":1408,"values":1409},"Cache stability",[13,13],"Console vs PC shader preparation",[1412,1413],{"id":741,"label":742},{"id":744,"label":1414},"Windows PC",{},{"id":749,"data":1417,"type":572,"tunes":1419},{"text":1418,"level":47},"Why a driver update can matter",{},{"id":754,"data":1421,"type":544,"tunes":1423},{"text":1422},"Compiled shaders are not completely independent of the graphics driver.",{},{"id":759,"data":1425,"type":544,"tunes":1427},{"text":1426},"A driver update can change the compiler or invalidate previously compiled cache data.",{},{"id":764,"data":1429,"type":544,"tunes":1431},{"text":1430},"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":1433,"type":572,"tunes":1435},{"text":1434,"level":47},"Does this mean shader compilation screens disappear?",{},{"id":774,"data":1437,"type":544,"tunes":1439},{"text":1438},"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":1441,"type":544,"tunes":1443},{"text":1442},"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":1445,"type":544,"tunes":1447},{"text":1446},"Game updates can also introduce new shader states that need new precompiled data.",{},{"id":789,"data":1449,"type":552,"tunes":1452},{"body":1450,"title":1451,"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":1454,"type":572,"tunes":1456},{"text":1455,"level":47},"The Shader Availability Boundary",{},{"id":801,"data":1458,"type":746,"tunes":1477},{"rows":1459,"title":1471,"layout":738,"columns":1472},[1460,1463,1465,1468],{"id":805,"label":1461,"values":1462},"Shader state",[13,13],{"id":809,"label":1399,"values":1464},[13,13],{"id":812,"label":1466,"values":1467},"Game version",[13,13],{"id":816,"label":1469,"values":1470},"Distribution",[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":1660},{"text":1659,"level":47},"Limitations",{},{"id":1055,"data":1662,"type":544,"tunes":1664},{"text":1663},"This article describes Microsoft's documented Advanced Shader Delivery architecture and current Windows\u002FXbox PC app support as of September 2026.",{},{"id":1060,"data":1666,"type":544,"tunes":1668},{"text":1667},"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":1670,"type":572,"tunes":1672},{"text":1671,"level":47},"Conclusion",{},{"id":1070,"data":1674,"type":544,"tunes":1676},{"text":1675},"Advanced Shader Delivery solves a simple problem with a platform-level answer.",{},{"id":1075,"data":1678,"type":544,"tunes":1680},{"text":1679},"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":1682,"type":544,"tunes":1684},{"text":1683},"The shader still exists. The compilation still happens. The important change is that it happens before the player needs it.",{},{"id":1085,"data":1686,"type":572,"tunes":1687},{"text":1087,"level":47},{},{"id":1090,"data":1689,"type":1118,"tunes":1710},{"items":1690,"title":1709},[1691,1694,1697,1700,1703,1706],{"id":1094,"answer":1692,"question":1693},"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":1695,"question":1696},"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":1698,"question":1699},"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1106,"answer":1701,"question":1702},"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":1704,"question":1705},"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":1707,"question":1708},"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":1712,"type":572,"tunes":1714},{"text":1713,"level":47},"Glossary",{},{"id":1126,"data":1716,"type":1158,"tunes":1735},{"title":1717,"entries":1718},"Key shader-delivery terms",[1719,1721,1724,1726,1728,1731,1733],{"term":1131,"anchor":1132,"definition":1720},"A GPU program used for graphics or compute work such as lighting, materials and post-processing.",{"term":1722,"anchor":1136,"definition":1723},"Shader compilation","Turning shader code into a GPU-specific executable form that the driver and hardware can run.",{"term":1139,"anchor":1140,"definition":1725},"State Object Database containing shader-state information collected from or generated for a game.",{"term":1143,"anchor":1144,"definition":1727},"Precompiled Shader Database containing shader data compiled ahead of time for a target environment.",{"term":1729,"anchor":1148,"definition":1730},"JIT compilation","Just-in-time compilation performed when a shader is first needed during startup or gameplay.",{"term":1151,"anchor":1152,"definition":1732},"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":1734},"A Figure Rocks workflow for separating shader-compilation hitches from other causes of frame-time spikes.",{},{"id":1161,"data":1737,"type":572,"tunes":1739},{"text":1738,"level":47},"Primary sources",{},{"id":1166,"data":1741,"type":1173,"tunes":1745},{"link":1168,"meta":1742},{"image":1743,"title":1171,"description":1744},{"url":13},"Official Windows documentation covering the SODB-to-PSDB workflow, benefits and current platform model.",{},{"id":1176,"data":1747,"type":1173,"tunes":1751},{"link":1178,"meta":1748},{"image":1749,"title":1181,"description":1750},{"url":13},"Official architecture explanation covering local shader compilation, SODB, PSDB and storefront distribution.",{},{"id":1185,"data":1753,"type":1173,"tunes":1757},{"link":1187,"meta":1754},{"image":1755,"title":1190,"description":1756},{"url":13},"Official 2026 developer update covering SODB integration, application identity, statistics and Xbox Partner Center workflow.",{},{"id":1194,"data":1759,"type":1173,"tunes":1763},{"link":1196,"meta":1760},{"image":1761,"title":1199,"description":1762},{"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. 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Usa questa checklist per diagnosticare perché i 120Hz sembrano peggiori: modalità errata, percorso di aggiornamento errato, problemi di intervallo VRR o cap mancanti.","2026-02-20T20:30:00.000Z",{"id":2129,"slug":2130,"title":2131,"excerpt":2132,"featuredImage":2133,"publishedAt":2134},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Perché 120 FPS possono comunque risultare scadenti: tempo di frame, minimi dell'1% e stutter spiegati","Un gioco può riportare 120, 144 o persino 200 FPS e risultare comunque scattoso. Questa guida spiega perché gli FPS medi possono nascondere una cattiva distribuzione dei frame, come il frame time e l'1% lows rivelano lo stutter e come diagnosticare se la CPU, la GPU o un'altra parte della pipeline sta causando il problema.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":2136,"slug":2137,"title":2138,"excerpt":2139,"featuredImage":14,"publishedAt":2140},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Router Checklist v2: Le 12 impostazioni che prevengono i picchi di lag","La maggior parte dei picchi di lag deriva dal carico e dall'instabilità, non da un ‘ping scadente’. Usa questa checklist per il router per stabilizzare la latenza sotto carico prima di acquistare nuova attrezzatura.","2026-02-20T16:00:00.000Z",{"id":2142,"slug":2143,"title":2144,"excerpt":2145,"featuredImage":14,"publishedAt":2146},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Checklist del router per il gaming: le impostazioni che contano davvero","La maggior parte delle ottimizzazioni per il router non serve. Queste impostazioni sì: gestione delle code sotto carico, comportamento Wi-Fi stabile ed evitare funzionalità che aggiungono latenza o instabilità.","2026-02-21T01:30:00.000Z",{"id":2148,"slug":2149,"title":2150,"excerpt":2151,"featuredImage":14,"publishedAt":2152},"176","shader-cache-basics-reduce-first-run-hitches-without-fake-tweaks","Basi della Cache degli Shader: Ridurre gli scatti al primo avvio senza finti tweak","Molti scatti al primo avvio sono dovuti alla compilazione degli shader. Scopri cos'è la cache degli shader, come identificare gli scatti causati dagli shader e cosa aiuta davvero senza impostazioni placebo.","2026-02-20T15:00:00.000Z",{"id":2154,"slug":2155,"title":2156,"excerpt":2157,"featuredImage":2158,"publishedAt":2159},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR non è DLSS: come funziona l'upscaling NPU senza integrazione nel gioco","Windows Auto SR può eseguire l'upscaling dei giochi supportati senza l'integrazione di DLSS, FSR o XeSS. Invece di eseguire il modello di ricostruzione all'interno del gioco sulla GPU, Windows utilizza la NPU per ricostruire un'immagine a risoluzione più elevata a partire da un rendering a risoluzione inferiore.","\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":2161,"slug":2162,"title":2163,"excerpt":2164,"featuredImage":14,"publishedAt":2165},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Ottimizzazione dell'Overdrive: il modo pulito per ridurre la sfocatura senza ghosting","L'overdrive può migliorare la nitidezza o aggiungere aloni sgradevoli. Usa questo semplice metodo per scegliere l'impostazione intermedia pulita che riduce la sfocatura senza artefatti di ghosting.","2026-02-21T03:30:00.000Z",{"id":2167,"slug":2168,"title":2169,"excerpt":2170,"featuredImage":2171,"publishedAt":2172},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone non è solo FSR 4: upscaling, generazione di frame, rigenerazione dei raggi e radiance caching spiegati","La denominazione FSR di AMD è cambiata perché FSR non è più una singola funzionalità. 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Usa questa semplice matrice decisionale per scegliere tra HDR o SDR per ogni gioco in base a leggibilità, stabilità e al comportamento reale del tuo display.","2026-02-21T05:20:00.000Z",{"id":2180,"slug":2181,"title":2182,"excerpt":2183,"featuredImage":14,"publishedAt":2184},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Nitidezza del movimento: perché si verifica la sfocatura e le soluzioni che funzionano davvero","Il motion blur non è solo un'impostazione — è timing più persistenza. Scopri l'ordine pratico: modalità corretta, refresh corretto, poi le poche correzioni per la nitidezza che contano davvero.","2026-02-20T11:00:00.000Z",{"id":2186,"slug":2187,"title":2188,"excerpt":2189,"featuredImage":2190,"publishedAt":2191},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX sta diventando una piattaforma di ML: cosa significano l'algebra lineare e gli shader neurali per i giochi del futuro","DirectX sta andando oltre i tradizionali shader grafici. 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