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Microsoft Advanced Shader Delivery menja mesto na kom se ta kompilacija obavlja: umesto da se čeka na igračev PC, posao može da se obavi unapred i kompajlirani podaci šejdera mogu da stignu uz igru.\"},\"tunes\":{}},{\"id\":\"24a1733ca8\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direktan odgovor\",\"body\":\"\u003Cstrong>Advanced Shader Delivery ne čini da šejderi nestanu.\u003C\u002Fstrong> On premešta veliki deo posla kompilacije sa igračevog PC-ja. Igra dostavlja informacije o stanju šejdera, platforma pravi baze prekompajliranih šejdera specifične za hardver, a prodavnica isporučuje prave kompajlirane podatke igraču.\"},\"tunes\":{}},{\"id\":\"48a3661d84\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Trenutni status u 2026\",\"body\":\"Advanced Shader Delivery je dostupan preko Xbox PC aplikacije za podržane Windows 11 sisteme i trenutno ima dokumentovanu podršku za AMD RDNA. Microsoft kaže da se šira hardverska podrška još uvek proširuje.\"},\"tunes\":{}},{\"id\":\"2a609230a5\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Sadržaj\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"629087889e\",\"type\":\"header\",\"data\":{\"text\":\"Zašto PC igre uopšte kompajliraju šejdere\",\"level\":2},\"tunes\":{}},{\"id\":\"598e794c99\",\"type\":\"paragraph\",\"data\":{\"text\":\"Šejder je mali GPU program koji se koristi za zadatke renderovanja kao što su osvetljenje, materijali, senke, post-procesiranje i drugi grafički radovi.\"},\"tunes\":{}},{\"id\":\"72d7b4a8a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Igra obično isporučuje kôd šejdera u posrednom obliku. Pre nego što GPU može efikasno da ga izvrši, grafički drajver kompajlira taj kôd u oblik specifičan za hardver.\"},\"tunes\":{}},{\"id\":\"dc6d594d0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"Na konzoli su ciljni hardver i drajversko okruženje mnogo predvidiviji. Na Windows PC-ju, igra može da se pokreće na mnogim GPU modelima, verzijama drajvera i sistemskim konfiguracijama.\"},\"tunes\":{}},{\"id\":\"66bff5badb\",\"type\":\"paragraph\",\"data\":{\"text\":\"Ta hardverska matrica je razlog zašto je PC kompilaciju šejdera teže u potpunosti pripremiti unapred.\"},\"tunes\":{}},{\"id\":\"9d6edb14c9\",\"type\":\"header\",\"data\":{\"text\":\"Odakle dolazi zastoj šejdera\",\"level\":2},\"tunes\":{}},{\"id\":\"ed90f5091b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Ako igra naiđe na šejder koji već nije kompajliran, drajver možda mora da ga kompajlira dok igra radi.\"},\"tunes\":{}},{\"id\":\"7551ab324d\",\"type\":\"paragraph\",\"data\":{\"text\":\"Taj posao može da prekine normalan tok frejmova. Rezultat može biti kratko zapinjanje čak i kada je prosečan FPS visok.\"},\"tunes\":{}},{\"id\":\"a75fc2b3d4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Kada se kompajlirani šejder kešira, isto zapinjanje se možda neće ponoviti dok se keš ne poništi ili dok ne budu potrebne nove kombinacije šejdera.\"},\"tunes\":{}},{\"id\":\"6aed79503f\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\",\"title\":\"Zašto 120 FPS i dalje može da se oseća loše: vreme frejma, 1% najnižih vrednosti i zastoj objašnjeni\",\"excerpt\":\"Zašto prosečan FPS može da izgleda zdravo dok nekoliko dugih frejmova čini da igra deluje neujednačeno.\",\"ctaLabel\":\"Pročitaj vodič o vremenu frejma\"},\"tunes\":{}},{\"id\":\"6417a8a29e\",\"type\":\"header\",\"data\":{\"text\":\"Normalan put kompilacije šejdera\",\"level\":2},\"tunes\":{}},{\"id\":\"a28d732096\",\"type\":\"processFlow\",\"data\":{\"title\":\"Bez Advanced Shader Delivery\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. 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Promene drajvera ili igre mogu da ponište keš\",\"description\":\"Sistem će možda morati ponovo da kompajlira nakon relevantnih ažuriranja.\"}]},\"tunes\":{}},{\"id\":\"873418b9cd\",\"type\":\"header\",\"data\":{\"text\":\"Šta Advanced Shader Delivery menja\",\"level\":2},\"tunes\":{}},{\"id\":\"2d58ee74cb\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery premešta skupi korak kompilacije u distribucioni tok.\"},\"tunes\":{}},{\"id\":\"265d255da5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Igra pruža standardizovani opis objekata stanja šejdera koji mogu biti potrebni. Microsoft taj skup naziva Baza podataka objekata stanja, ili SODB.\"},\"tunes\":{}},{\"id\":\"816925a31d\",\"type\":\"paragraph\",\"data\":{\"text\":\"Platforma kombinuje te podatke igre sa odvojenim kompajlerom šejdera za odgovarajuće hardversko i drajversko okruženje kako bi proizvela Unapred kompajliranu bazu podataka šejdera, ili PSDB.\"},\"tunes\":{}},{\"id\":\"0f09842033\",\"type\":\"paragraph\",\"data\":{\"text\":\"PSDB se zatim može distribuirati putem prodavnice zajedno sa igrom.\"},\"tunes\":{}},{\"id\":\"9ce7e91c28\",\"type\":\"header\",\"data\":{\"text\":\"SODB → PSDB tok\",\"level\":2},\"tunes\":{}},{\"id\":\"bba52a816e\",\"type\":\"processFlow\",\"data\":{\"title\":\"Kako funkcioniše napredna isporuka šejdera\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Igra kreira SODB\",\"description\":\"Programer prikuplja informacije o objektima stanja potrebne za opisivanje šejdera igre.\"},{\"label\":\"2. 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Windows registruje kompajlirane šejdere\",\"description\":\"Kada se igra pokrene, mnogi šejderi mogu već biti prisutni umesto da se kompajliraju lokalno.\"}]},\"tunes\":{}},{\"id\":\"1fcbe512dc\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"Najjednostavniji mentalni model\",\"body\":\"\u003Cstrong>SODB = šta igra može zahtevati.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Kompajler = pretvara to u GPU programe specifične za hardver.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = kompajlirani rezultat.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Prodavnica = isporučuje ga pre nego što igrate.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"ac158345e6\",\"type\":\"header\",\"data\":{\"text\":\"Zašto je ovo teže na PC-ju nego na konzoli\",\"level\":2},\"tunes\":{}},{\"id\":\"77f75d14dd\",\"type\":\"comparison\",\"data\":{\"title\":\"Priprema šejdera na konzoli u odnosu na PC\",\"layout\":\"table\",\"columns\":[{\"id\":\"console\",\"label\":\"Konzola\"},{\"id\":\"pc\",\"label\":\"Windows PC\"}],\"rows\":[{\"id\":\"hardware\",\"label\":\"Hardverski cilj\",\"values\":[\"\",\"\"]},{\"id\":\"driver\",\"label\":\"Drajversko okruženje\",\"values\":[\"\",\"\"]},{\"id\":\"compile\",\"label\":\"Prekompilacija\",\"values\":[\"\",\"\"]},{\"id\":\"cache\",\"label\":\"Stabilnost keša\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"284835a743\",\"type\":\"header\",\"data\":{\"text\":\"Zašto ažuriranje drajvera može biti važno\",\"level\":2},\"tunes\":{}},{\"id\":\"348a23401d\",\"type\":\"paragraph\",\"data\":{\"text\":\"Kompajlirani šejderi nisu potpuno nezavisni od grafičkog drajvera.\"},\"tunes\":{}},{\"id\":\"7c4efce81d\",\"type\":\"paragraph\",\"data\":{\"text\":\"Ažuriranje drajvera može promeniti kompajler ili poništiti prethodno kompajlirane podatke keša.\"},\"tunes\":{}},{\"id\":\"fb009b6277\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft-ova arhitektura napredne isporuke šejdera dizajnirana je da detektuje tu promenu okruženja i osveži unapred kompajlirane podatke šejdera umesto da ostavi igrača da sve ručno ponovo izgradi.\"},\"tunes\":{}},{\"id\":\"428a0ec70d\",\"type\":\"header\",\"data\":{\"text\":\"Da li to znači da ekrani za kompilaciju šejdera nestaju?\",\"level\":2},\"tunes\":{}},{\"id\":\"4aa0142d15\",\"type\":\"paragraph\",\"data\":{\"text\":\"Potencijalno mnogi od njih mogu postati mnogo kraći ili nepotrebni, ali napredna isporuka šejdera ne garantuje da svako čekanje povezano sa šejderima nestaje.\"},\"tunes\":{}},{\"id\":\"90741fcfd5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Kvalitet SODB-a je važan. Ako igra ne uspe da opiše kombinacije šejdera koje su kasnije potrebne, ti nedostajući slučajevi mogu i dalje zahtevati lokalni rad.\"},\"tunes\":{}},{\"id\":\"c5a2b190ed\",\"type\":\"paragraph\",\"data\":{\"text\":\"Ažuriranja igre takođe mogu uvesti nova stanja šejdera koja zahtevaju nove unapred kompajlirane podatke.\"},\"tunes\":{}},{\"id\":\"89507e115a\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Unapred kompajlirano ne znači kompletno\",\"body\":\"Napredna isporuka šejdera može ukloniti veliku klasu posla kompilacije u vreme izvršavanja, ali samo za stanja šejdera koja su ispravno snimljena, kompajlirana i distribuirana.\"},\"tunes\":{}},{\"id\":\"8bbaf279d1\",\"type\":\"header\",\"data\":{\"text\":\"Granica dostupnosti šejdera\",\"level\":2},\"tunes\":{}},{\"id\":\"931b012b46\",\"type\":\"comparison\",\"data\":{\"title\":\"Šta određuje da li igra može da izbegne lokalnu kompilaciju?\",\"layout\":\"table\",\"columns\":[{\"id\":\"covered\",\"label\":\"Pokriveno ASD-om\"},{\"id\":\"missing\",\"label\":\"Izvan isporučene baze podataka\"}],\"rows\":[{\"id\":\"state\",\"label\":\"Stanje šejdera\",\"values\":[\"\",\"\"]},{\"id\":\"target\",\"label\":\"Hardverski cilj\",\"values\":[\"\",\"\"]},{\"id\":\"version\",\"label\":\"Verzija igre\",\"values\":[\"\",\"\"]},{\"id\":\"delivery\",\"label\":\"Distribucija\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"e941fa79d5\",\"type\":\"header\",\"data\":{\"text\":\"Šta zapravo znače Microsoftovi brojevi od 90% i 95%\",\"level\":2},\"tunes\":{}},{\"id\":\"0118140982\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft kaže da Advanced Shader Delivery može da smanji vreme učitavanja povezano sa šejderima za do 90% u podržanim scenarijima.\"},\"tunes\":{}},{\"id\":\"c3971ea047\",\"type\":\"paragraph\",\"data\":{\"text\":\"Za Forza Horizon 6, Microsoft je naveo konkretan interni primer gde je učitavanje palo sa skoro 1,5 minuta na oko 4 sekunde na sistemu Ryzen 7 5800 sa Radeon RX 7600, što je opisao kao uštedu vremena od otprilike 95%.\"},\"tunes\":{}},{\"id\":\"7670e213a0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Te brojke ne treba tumačiti kao univerzalnu garanciju za svaku igru, GPU ili ekran za učitavanje.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"Test za dijagnostiku šejder stutter-a\",\"level\":2},\"tunes\":{}},{\"id\":\"5aa5bd206c\",\"type\":\"processFlow\",\"data\":{\"title\":\"Kako utvrditi da li je zastoj zaista kompilacija šejdera\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Ponovite istu scenu\",\"description\":\"Ako se zastoj pojavi jednom i nestane pri drugom pokretanju, zagrevanje keša je jak znak.\"},{\"label\":\"2. Uporedite nakon brisanja ili poništavanja keša šejdera\",\"description\":\"Zastoj koji se vraća može da ukaže na kompilaciju šejdera, a ne na trajno usko grlo u performansama.\"},{\"label\":\"3. Proverite skokove u vremenu frejma\",\"description\":\"Šejder stutter se pojavljuje kao dugi pojedinačni frejmovi, a ne samo kao niži stabilan prosečan FPS.\"},{\"label\":\"4. Razdvojite strimovanje asseta od kompilacije šejdera\",\"description\":\"Oba mogu da proizvedu zastoj pri kretanju kroz scenu, ali su to različiti pipeline-ovi.\"},{\"label\":\"5. Proverite ažuriranja igre i drajvera\",\"description\":\"Novo ažuriranje može da poništi ili proširi keševe šejdera.\"},{\"label\":\"6. Potražite ASD status\",\"description\":\"U podržanim naslovima u Xbox PC aplikaciji, prozor za pokretanje može da ukaže da su prekompilirani šejderi instalirani.\"}]},\"tunes\":{}},{\"id\":\"f769a5fe57\",\"type\":\"header\",\"data\":{\"text\":\"Šejder stutter nije isto što i stutter zbog strimovanja asseta\",\"level\":2},\"tunes\":{}},{\"id\":\"a97fc94605\",\"type\":\"paragraph\",\"data\":{\"text\":\"Oba problema mogu da izazovu zastoj pri ulasku u novo područje, što ih čini lakim za mešanje.\"},\"tunes\":{}},{\"id\":\"ad12701b27\",\"type\":\"paragraph\",\"data\":{\"text\":\"Kompilacija šejdera se odnosi na kreiranje izvršnih GPU programa. Strimovanje asseta se odnosi na premeštanje tekstura, geometrije i drugog sadržaja u upotrebljivu memoriju.\"},\"tunes\":{}},{\"id\":\"b94a2dd59f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery cilja prvi problem. DirectStorage cilja drugi pipeline.\"},\"tunes\":{}},{\"id\":\"a9dfa4c70c\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do\",\"title\":\"DirectStorage 1.4 ne omogućava vašem SSD-u da dekompresuje igre: šta Zstd i GPU dekompresija zapravo rade\",\"excerpt\":\"Odvojen pogled na putanju učitavanja asseta: čitanja sa SSD-a, DirectStorage zakazivanje i CPU\u002FGPU dekompresiju.\",\"ctaLabel\":\"Pročitajte DirectStorage vodič\"},\"tunes\":{}},{\"id\":\"4dd6f52499\",\"type\":\"header\",\"data\":{\"text\":\"Zašto je prodavnica bitna\",\"level\":2},\"tunes\":{}},{\"id\":\"ce08ac7263\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery nije samo Direct3D API funkcija.\"},\"tunes\":{}},{\"id\":\"a0ab668bcb\",\"type\":\"paragraph\",\"data\":{\"text\":\"Sistem zavisi od usluge distribucije koja zna koja verzija igre, GPU okruženje i kompilovana baza podataka pripadaju zajedno.\"},\"tunes\":{}},{\"id\":\"4eb480c656\",\"type\":\"paragraph\",\"data\":{\"text\":\"Zato je Microsoftova trenutna implementacija vezana za distribuciju putem Xbox PC aplikacije, a ne za nešto što pojedinačni igrač jednostavno globalno uključuje.\"},\"tunes\":{}},{\"id\":\"b8693ba872\",\"type\":\"header\",\"data\":{\"text\":\"Zašto ovo nije samo još jedan keš šejdera\",\"level\":2},\"tunes\":{}},{\"id\":\"4af48bdc6c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Normalan lokalni keš šejdera se gradi nakon što je vaša mašina već platila trošak kompilacije.\"},\"tunes\":{}},{\"id\":\"8c45dac918\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery pokušava da isporuči to korisno kompajlirano stanje pre nego što trošak stigne do vaše mašine.\"},\"tunes\":{}},{\"id\":\"693e6f7d83\",\"type\":\"comparison\",\"data\":{\"title\":\"Lokalni keš šejdera naspram Advanced Shader Delivery\",\"layout\":\"table\",\"columns\":[{\"id\":\"local\",\"label\":\"Lokalni keš šejdera\"},{\"id\":\"asd\",\"label\":\"Advanced Shader Delivery\"}],\"rows\":[{\"id\":\"when\",\"label\":\"Kada se vrši kompilacija\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Ko plaća početni trošak kompilacije\",\"values\":[\"\",\"\"]},{\"id\":\"first-run\",\"label\":\"Ponašanje pri prvom pokretanju\",\"values\":[\"\",\"\"]},{\"id\":\"stutter\",\"label\":\"JIT zastoj šejdera\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"76cff75952\",\"type\":\"header\",\"data\":{\"text\":\"Šta developeri zapravo moraju da urade\",\"level\":2},\"tunes\":{}},{\"id\":\"bfaa3db2d6\",\"type\":\"paragraph\",\"data\":{\"text\":\"Igra i dalje mora da izloži dovoljno informacija da bi platforma mogla da izgradi korisnu bazu podataka.\"},\"tunes\":{}},{\"id\":\"ed2d5b8b93\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft-ov trenutni tok rada zahteva od developera da prikupe ili programski generišu SODB, testiraju ga lokalnim kompajliranjem PSDB-a i pošalju SODB kroz pipeline prodavnice.\"},\"tunes\":{}},{\"id\":\"186600f899\",\"type\":\"paragraph\",\"data\":{\"text\":\"Agility SDK 1.619 je takođe uveo API-je za identitet aplikacije i statistiku kako bi developeri mogli dosledno da identifikuju naslov i mere koliko se efikasno koristi PSDB.\"},\"tunes\":{}},{\"id\":\"da7b0ce8b5\",\"type\":\"header\",\"data\":{\"text\":\"Koji hardver danas radi?\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft-ovo ažuriranje iz juna 2026. navodi Windows 11 verziju 24H2 ili noviju, potrebnu verziju Xbox Gaming Services, AMD Radeon hardver zasnovan na RDNA 1 do RDNA 4, i AMD Adrenalin 26.6.1 ili noviji za trenutno dokumentovanu putanju Xbox PC aplikacije.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft je takođe izjavio da sarađuje sa Intel-om i drugim proizvođačima hardvera, i da će se podrška proširiti na više uređaja.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"To znači da Advanced Shader Delivery treba tretirati kao funkciju platforme koja se širi, a ne kao univerzalnu Windows mogućnost na svakom GPU-u danas.\"},\"tunes\":{}},{\"id\":\"bd182f72b0\",\"type\":\"header\",\"data\":{\"text\":\"Zašto je ovo važnije od još jedne FPS funkcije\",\"level\":2},\"tunes\":{}},{\"id\":\"9decb9c1b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Upscaling i generisanje frejmova poboljšavaju izlaz rendering pipeline-a nakon što igra već radi.\"},\"tunes\":{}},{\"id\":\"64eec31a18\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery napada drugačiji problem kvaliteta: skok u vremenu frejma izazvan pripremanjem GPU programa u pogrešnom trenutku.\"},\"tunes\":{}},{\"id\":\"a6a0db382e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Zato korist može biti vidljiva čak i kada se prosečan FPS uopšte ne menja.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"Šta bi promenilo ovaj odgovor?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Najveća pokretna granica je podrška ekosistema.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft još uvek širi Advanced Shader Delivery na GPU-ove, tokove rada prodavnica i integracije sa game engine-ima. Zahtevi za hardver i podržane putanje distribucije mogu se stoga brzo menjati.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Buduća implementacija široko integrisana u glavne PC prodavnice mogla bi da učini isporuku prekompajliranih šejdera mnogo transparentnijom za igrače nego što je danas.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Ograničenja\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Ovaj članak opisuje Microsoft-ovu dokumentovanu arhitekturu Advanced Shader Delivery i trenutnu podršku Windows\u002FXbox PC aplikacije od septembra 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft-ove prijavljene uštede pri učitavanju su merenja proizvođača iz specifičnih podržanih scenarija. Ne treba ih smatrati univerzalnim garancijama performansi.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Zaključak\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Advanced Shader Delivery rešava jednostavan problem odgovorom na nivou platforme.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"PC igra zahteva kompajlirane šejdere specifične za GPU. Njihovo pravljenje na računaru igrača može izazvati duga prva pokretanja i zastoj u trenutku izvršavanja. ASD snima ono što igra zahteva, kompajlira to unapred za ciljno okruženje i isporučuje rezultat putem prodavnice.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Šejder i dalje postoji. Kompilacija se i dalje dešava. Važna promena je da se to dešava pre nego što igraču zatreba.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"Česta pitanja\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Advanced Shader Delivery jednostavnim jezikom\",\"items\":[{\"id\":\"faq1\",\"question\":\"Šta je Advanced Shader Delivery?\",\"answer\":\"Windows 11 Direct3D 12 tehnologija koja unapred kompajlira šejdere i isporučuje ih uz igru umesto da se sve kompajlira na računaru igrača.\"},{\"id\":\"faq2\",\"question\":\"Šta je SODB?\",\"answer\":\"State Object Database koji opisuje stanja šejdera koja igra može zahtevati kako bi mogla biti kompajlirana pre isporuke.\"},{\"id\":\"faq3\",\"question\":\"Šta je PSDB?\",\"answer\":\"Precompiled Shader Database koji sadrži programske šejdere već kompajlirane za ciljno hardversko i drajversko okruženje.\"},{\"id\":\"faq4\",\"question\":\"Da li ASD eliminiše svako zastojanje šejdera?\",\"answer\":\"Ne automatski. Nedostajuća stanja šejdera, nepodržana okruženja ili novi sadržaj igre i dalje mogu zahtevati lokalnu kompilaciju.\"},{\"id\":\"faq5\",\"question\":\"Da li je ASD isto što i lokalni keš šejdera?\",\"answer\":\"Ne. Lokalni keš se stvara nakon što vaš PC kompajlira šejdere. ASD pokušava da isporuči kompajlirane podatke šejdera pre nego što pokrenete igru.\"},{\"id\":\"faq6\",\"question\":\"Da li Advanced Shader Delivery povećava FPS?\",\"answer\":\"Njegova glavna svrha je brže pripremanje šejdera i manje skokova u vremenu kadrova povezanih sa kompilacijom, a ne veći stabilni FPS.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Pojmovnik\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Ključni pojmovi isporuke šejdera\",\"entries\":[{\"term\":\"Šejder\",\"definition\":\"GPU program koji se koristi za grafičke ili računarske zadatke kao što su osvetljenje, materijali i post-procesiranje.\",\"anchor\":\"shader\"},{\"term\":\"Kompilacija šejdera\",\"definition\":\"Pretvaranje koda šejdera u izvršni oblik specifičan za GPU koji drajver i hardver mogu da pokrenu.\",\"anchor\":\"shader-compilation\"},{\"term\":\"SODB\",\"definition\":\"State Object Database koji sadrži informacije o stanju šejdera prikupljene od igre ili generisane za igru.\",\"anchor\":\"sodb\"},{\"term\":\"PSDB\",\"definition\":\"Precompiled Shader Database koji sadrži podatke šejdera kompajlirane unapred za ciljno okruženje.\",\"anchor\":\"psdb\"},{\"term\":\"JIT kompilacija\",\"definition\":\"Just-in-time kompilacija koja se izvršava kada je šejder prvi put potreban tokom pokretanja ili igranja.\",\"anchor\":\"jit-compilation\"},{\"term\":\"Granica dostupnosti šejdera\",\"definition\":\"Figure Rocks model koji opisuje kada šejder može biti poslužen iz isporučenih unapred kompajliranih podataka, a kada je lokalna kompilacija još uvek potrebna.\",\"anchor\":\"shader-availability-boundary\"},{\"term\":\"Test dijagnostike zastojanja šejdera\",\"definition\":\"Figure Rocks radni tok za razdvajanje zastoja usled kompilacije šejdera od drugih uzroka skokova u vremenu kadrova.\",\"anchor\":\"shader-stutter-diagnosis-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primarni izvori\",\"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\":\"Zvanična Windows dokumentacija koja pokriva SODB-to-PSDB radni tok, prednosti i trenutni model platforme.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Predstavljamo Advanced Shader Delivery\",\"description\":\"Zvanično objašnjenje arhitekture koje pokriva lokalnu kompilaciju šejdera, SODB, PSDB i distribuciju putem prodavnice.\"}},\"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 na GDC 2026\",\"description\":\"Zvanično ažuriranje za programere iz 2026. koje pokriva SODB integraciju, identitet aplikacije, statistiku i Xbox Partner Center radni tok.\"}},\"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 se širi sa AMD-om\",\"description\":\"Zvanično ažuriranje dostupnosti iz 2026. koje pokriva Windows 11, AMD RDNA podršku, distribuciju putem Xbox PC aplikacije i merenja za Forza Horizon 6.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":538,"blocks":539,"version":1201},1790408581384,[540,546,554,561,568,574,579,584,589,594,599,604,609,614,623,628,651,656,661,666,671,676,681,705,712,717,748,753,758,763,768,773,778,783,788,795,800,828,833,838,843,848,853,877,882,887,892,897,905,910,915,920,925,930,935,940,969,974,979,984,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1044,1049,1054,1059,1064,1069,1074,1079,1084,1089,1120,1125,1159,1164,1174,1183,1192],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"Zastoj PC šejdera postoji zato što igra često ne može da koristi šejder dok taj šejder nije kompajliran za tačno ono GPU i drajversko okruženje na kom se igra pokreće. Microsoft Advanced Shader Delivery menja mesto na kom se ta kompilacija obavlja: umesto da se čeka na igračev PC, posao može da se obavi unapred i kompajlirani podaci šejdera mogu da stignu uz igru.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"24a1733ca8",{"body":549,"title":550,"variant":551},"\u003Cstrong>Advanced Shader Delivery ne čini da šejderi nestanu.\u003C\u002Fstrong> On premešta veliki deo posla kompilacije sa igračevog PC-ja. Igra dostavlja informacije o stanju šejdera, platforma pravi baze prekompajliranih šejdera specifične za hardver, a prodavnica isporučuje prave kompajlirane podatke igraču.","Direktan odgovor","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a3661d84",{"body":557,"title":558,"variant":559},"Advanced Shader Delivery je dostupan preko Xbox PC aplikacije za podržane Windows 11 sisteme i trenutno ima dokumentovanu podršku za AMD RDNA. Microsoft kaže da se šira hardverska podrška još uvek proširuje.","Trenutni status u 2026","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Sadržaj",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"629087889e",{"text":571,"level":47},"Zašto PC igre uopšte kompajliraju šejdere","header",{},{"id":575,"data":576,"type":544,"tunes":578},"598e794c99",{"text":577},"Šejder je mali GPU program koji se koristi za zadatke renderovanja kao što su osvetljenje, materijali, senke, post-procesiranje i drugi grafički radovi.",{},{"id":580,"data":581,"type":544,"tunes":583},"72d7b4a8a7",{"text":582},"Igra obično isporučuje kôd šejdera u posrednom obliku. Pre nego što GPU može efikasno da ga izvrši, grafički drajver kompajlira taj kôd u oblik specifičan za hardver.",{},{"id":585,"data":586,"type":544,"tunes":588},"dc6d594d0a",{"text":587},"Na konzoli su ciljni hardver i drajversko okruženje mnogo predvidiviji. Na Windows PC-ju, igra može da se pokreće na mnogim GPU modelima, verzijama drajvera i sistemskim konfiguracijama.",{},{"id":590,"data":591,"type":544,"tunes":593},"66bff5badb",{"text":592},"Ta hardverska matrica je razlog zašto je PC kompilaciju šejdera teže u potpunosti pripremiti unapred.",{},{"id":595,"data":596,"type":572,"tunes":598},"9d6edb14c9",{"text":597,"level":47},"Odakle dolazi zastoj šejdera",{},{"id":600,"data":601,"type":544,"tunes":603},"ed90f5091b",{"text":602},"Ako igra naiđe na šejder koji već nije kompajliran, drajver možda mora da ga kompajlira dok igra radi.",{},{"id":605,"data":606,"type":544,"tunes":608},"7551ab324d",{"text":607},"Taj posao može da prekine normalan tok frejmova. Rezultat može biti kratko zapinjanje čak i kada je prosečan FPS visok.",{},{"id":610,"data":611,"type":544,"tunes":613},"a75fc2b3d4",{"text":612},"Kada se kompajlirani šejder kešira, isto zapinjanje se možda neće ponoviti dok se keš ne poništi ili dok ne budu potrebne nove kombinacije šejdera.",{},{"id":615,"data":616,"type":621,"tunes":622},"6aed79503f",{"url":617,"title":618,"excerpt":619,"ctaLabel":620},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Zašto 120 FPS i dalje može da se oseća loše: vreme frejma, 1% najnižih vrednosti i zastoj objašnjeni","Zašto prosečan FPS može da izgleda zdravo dok nekoliko dugih frejmova čini da igra deluje neujednačeno.","Pročitaj vodič o vremenu frejma","referralArticle",{},{"id":624,"data":625,"type":572,"tunes":627},"6417a8a29e",{"text":626,"level":47},"Normalan put kompilacije šejdera",{},{"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. Igra isporučuje izvorni kôd šejdera ili posredne podatke","Paket sadrži ono što je drajveru potrebno da napravi programe specifične za GPU.",{"label":636,"description":637},"2. Igrač pokreće igru","Sistem još uvek nema svaku kompajliranu varijantu šejdera u kešu.",{"label":639,"description":640},"3. Drajver kompajlira šejdere lokalno","Kompilacija se obavlja pri pokretanju, tokom namenskog ekrana za prekompilaciju ili neposredno tokom igranja.",{"label":642,"description":643},"4. Kompajlirani šejderi se keširaju","Buduća pokretanja mogu da ponovo koriste rezultate dok keš ostaje važeći.",{"label":645,"description":646},"5. Promene drajvera ili igre mogu da ponište keš","Sistem će možda morati ponovo da kompajlira nakon relevantnih ažuriranja.","Bez Advanced Shader Delivery","auto","processFlow",{},{"id":652,"data":653,"type":572,"tunes":655},"873418b9cd",{"text":654,"level":47},"Šta Advanced Shader Delivery menja",{},{"id":657,"data":658,"type":544,"tunes":660},"2d58ee74cb",{"text":659},"Advanced Shader Delivery premešta skupi korak kompilacije u distribucioni tok.",{},{"id":662,"data":663,"type":544,"tunes":665},"265d255da5",{"text":664},"Igra pruža standardizovani opis objekata stanja šejdera koji mogu biti potrebni. Microsoft taj skup naziva Baza podataka objekata stanja, ili SODB.",{},{"id":667,"data":668,"type":544,"tunes":670},"816925a31d",{"text":669},"Platforma kombinuje te podatke igre sa odvojenim kompajlerom šejdera za odgovarajuće hardversko i drajversko okruženje kako bi proizvela Unapred kompajliranu bazu podataka šejdera, ili PSDB.",{},{"id":672,"data":673,"type":544,"tunes":675},"0f09842033",{"text":674},"PSDB se zatim može distribuirati putem prodavnice zajedno sa igrom.",{},{"id":677,"data":678,"type":572,"tunes":680},"9ce7e91c28",{"text":679,"level":47},"SODB → PSDB tok",{},{"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. Igra kreira SODB","Programer prikuplja informacije o objektima stanja potrebne za opisivanje šejdera igre.",{"label":689,"description":690},"2. SODB se šalje uz igru","Baza podataka stanja šejdera postaje deo toka distribucije.",{"label":692,"description":693},"3. Kompilacija specifična za hardver obavlja se unapred","Kompajler šejdera proizvodi ispravan kompajlirani oblik za podržani GPU i drajversko okruženje.",{"label":695,"description":696},"4. Proizvodi se PSDB","Unapred kompajlirana baza podataka šejdera sadrži kompajlirane podatke šejdera za to ciljno okruženje.",{"label":698,"description":699},"5. Prodavnica isporučuje PSDB","Kompajlirana baza podataka šejdera stiže uz preuzimanje igre ili zajedno sa njim.",{"label":701,"description":702},"6. Windows registruje kompajlirane šejdere","Kada se igra pokrene, mnogi šejderi mogu već biti prisutni umesto da se kompajliraju lokalno.","Kako funkcioniše napredna isporuka šejdera",{},{"id":706,"data":707,"type":552,"tunes":711},"1fcbe512dc",{"body":708,"title":709,"variant":710},"\u003Cstrong>SODB = šta igra može zahtevati.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Kompajler = pretvara to u GPU programe specifične za hardver.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = kompajlirani rezultat.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Prodavnica = isporučuje ga pre nego što igrate.\u003C\u002Fstrong>","Najjednostavniji mentalni model","success",{},{"id":713,"data":714,"type":572,"tunes":716},"ac158345e6",{"text":715,"level":47},"Zašto je ovo teže na PC-ju nego na konzoli",{},{"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","Hardverski cilj",[13,13],{"id":726,"label":727,"values":728},"driver","Drajversko okruženje",[13,13],{"id":730,"label":731,"values":732},"compile","Prekompilacija",[13,13],{"id":734,"label":735,"values":736},"cache","Stabilnost keša",[13,13],"Priprema šejdera na konzoli u odnosu na PC","table",[740,743],{"id":741,"label":742},"console","Konzola",{"id":744,"label":745},"pc","Windows PC","comparison",{},{"id":749,"data":750,"type":572,"tunes":752},"284835a743",{"text":751,"level":47},"Zašto ažuriranje drajvera može biti važno",{},{"id":754,"data":755,"type":544,"tunes":757},"348a23401d",{"text":756},"Kompajlirani šejderi nisu potpuno nezavisni od grafičkog drajvera.",{},{"id":759,"data":760,"type":544,"tunes":762},"7c4efce81d",{"text":761},"Ažuriranje drajvera može promeniti kompajler ili poništiti prethodno kompajlirane podatke keša.",{},{"id":764,"data":765,"type":544,"tunes":767},"fb009b6277",{"text":766},"Microsoft-ova arhitektura napredne isporuke šejdera dizajnirana je da detektuje tu promenu okruženja i osveži unapred kompajlirane podatke šejdera umesto da ostavi igrača da sve ručno ponovo izgradi.",{},{"id":769,"data":770,"type":572,"tunes":772},"428a0ec70d",{"text":771,"level":47},"Da li to znači da ekrani za kompilaciju šejdera nestaju?",{},{"id":774,"data":775,"type":544,"tunes":777},"4aa0142d15",{"text":776},"Potencijalno mnogi od njih mogu postati mnogo kraći ili nepotrebni, ali napredna isporuka šejdera ne garantuje da svako čekanje povezano sa šejderima nestaje.",{},{"id":779,"data":780,"type":544,"tunes":782},"90741fcfd5",{"text":781},"Kvalitet SODB-a je važan. Ako igra ne uspe da opiše kombinacije šejdera koje su kasnije potrebne, ti nedostajući slučajevi mogu i dalje zahtevati lokalni rad.",{},{"id":784,"data":785,"type":544,"tunes":787},"c5a2b190ed",{"text":786},"Ažuriranja igre takođe mogu uvesti nova stanja šejdera koja zahtevaju nove unapred kompajlirane podatke.",{},{"id":789,"data":790,"type":552,"tunes":794},"89507e115a",{"body":791,"title":792,"variant":793},"Napredna isporuka šejdera može ukloniti veliku klasu posla kompilacije u vreme izvršavanja, ali samo za stanja šejdera koja su ispravno snimljena, kompajlirana i distribuirana.","Unapred kompajlirano ne znači kompletno","warning",{},{"id":796,"data":797,"type":572,"tunes":799},"8bbaf279d1",{"text":798,"level":47},"Granica dostupnosti šejdera",{},{"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","Stanje šejdera",[13,13],{"id":809,"label":723,"values":810},"target",[13,13],{"id":812,"label":813,"values":814},"version","Verzija igre",[13,13],{"id":816,"label":817,"values":818},"delivery","Distribucija",[13,13],"Šta određuje da li igra može da izbegne lokalnu kompilaciju?",[821,824],{"id":822,"label":823},"covered","Pokriveno ASD-om",{"id":825,"label":826},"missing","Izvan isporučene baze podataka",{},{"id":829,"data":830,"type":572,"tunes":832},"e941fa79d5",{"text":831,"level":47},"Šta zapravo znače Microsoftovi brojevi od 90% i 95%",{},{"id":834,"data":835,"type":544,"tunes":837},"0118140982",{"text":836},"Microsoft kaže da Advanced Shader Delivery može da smanji vreme učitavanja povezano sa šejderima za do 90% u podržanim scenarijima.",{},{"id":839,"data":840,"type":544,"tunes":842},"c3971ea047",{"text":841},"Za Forza Horizon 6, Microsoft je naveo konkretan interni primer gde je učitavanje palo sa skoro 1,5 minuta na oko 4 sekunde na sistemu Ryzen 7 5800 sa Radeon RX 7600, što je opisao kao uštedu vremena od otprilike 95%.",{},{"id":844,"data":845,"type":544,"tunes":847},"7670e213a0",{"text":846},"Te brojke ne treba tumačiti kao univerzalnu garanciju za svaku igru, GPU ili ekran za učitavanje.",{},{"id":849,"data":850,"type":572,"tunes":852},"839c0e3988",{"text":851,"level":47},"Test za dijagnostiku šejder stutter-a",{},{"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. Ponovite istu scenu","Ako se zastoj pojavi jednom i nestane pri drugom pokretanju, zagrevanje keša je jak znak.",{"label":861,"description":862},"2. Uporedite nakon brisanja ili poništavanja keša šejdera","Zastoj koji se vraća može da ukaže na kompilaciju šejdera, a ne na trajno usko grlo u performansama.",{"label":864,"description":865},"3. Proverite skokove u vremenu frejma","Šejder stutter se pojavljuje kao dugi pojedinačni frejmovi, a ne samo kao niži stabilan prosečan FPS.",{"label":867,"description":868},"4. Razdvojite strimovanje asseta od kompilacije šejdera","Oba mogu da proizvedu zastoj pri kretanju kroz scenu, ali su to različiti pipeline-ovi.",{"label":870,"description":871},"5. Proverite ažuriranja igre i drajvera","Novo ažuriranje može da poništi ili proširi keševe šejdera.",{"label":873,"description":874},"6. Potražite ASD status","U podržanim naslovima u Xbox PC aplikaciji, prozor za pokretanje može da ukaže da su prekompilirani šejderi instalirani.","Kako utvrditi da li je zastoj zaista kompilacija šejdera",{},{"id":878,"data":879,"type":572,"tunes":881},"f769a5fe57",{"text":880,"level":47},"Šejder stutter nije isto što i stutter zbog strimovanja asseta",{},{"id":883,"data":884,"type":544,"tunes":886},"a97fc94605",{"text":885},"Oba problema mogu da izazovu zastoj pri ulasku u novo područje, što ih čini lakim za mešanje.",{},{"id":888,"data":889,"type":544,"tunes":891},"ad12701b27",{"text":890},"Kompilacija šejdera se odnosi na kreiranje izvršnih GPU programa. Strimovanje asseta se odnosi na premeštanje tekstura, geometrije i drugog sadržaja u upotrebljivu memoriju.",{},{"id":893,"data":894,"type":544,"tunes":896},"b94a2dd59f",{"text":895},"Advanced Shader Delivery cilja prvi problem. DirectStorage cilja drugi pipeline.",{},{"id":898,"data":899,"type":621,"tunes":904},"a9dfa4c70c",{"url":900,"title":901,"excerpt":902,"ctaLabel":903},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 ne omogućava vašem SSD-u da dekompresuje igre: šta Zstd i GPU dekompresija zapravo rade","Odvojen pogled na putanju učitavanja asseta: čitanja sa SSD-a, DirectStorage zakazivanje i CPU\u002FGPU dekompresiju.","Pročitajte DirectStorage vodič",{},{"id":906,"data":907,"type":572,"tunes":909},"4dd6f52499",{"text":908,"level":47},"Zašto je prodavnica bitna",{},{"id":911,"data":912,"type":544,"tunes":914},"ce08ac7263",{"text":913},"Advanced Shader Delivery nije samo Direct3D API funkcija.",{},{"id":916,"data":917,"type":544,"tunes":919},"a0ab668bcb",{"text":918},"Sistem zavisi od usluge distribucije koja zna koja verzija igre, GPU okruženje i kompilovana baza podataka pripadaju zajedno.",{},{"id":921,"data":922,"type":544,"tunes":924},"4eb480c656",{"text":923},"Zato je Microsoftova trenutna implementacija vezana za distribuciju putem Xbox PC aplikacije, a ne za nešto što pojedinačni igrač jednostavno globalno uključuje.",{},{"id":926,"data":927,"type":572,"tunes":929},"b8693ba872",{"text":928,"level":47},"Zašto ovo nije samo još jedan keš šejdera",{},{"id":931,"data":932,"type":544,"tunes":934},"4af48bdc6c",{"text":933},"Normalan lokalni keš šejdera se gradi nakon što je vaša mašina već platila trošak kompilacije.",{},{"id":936,"data":937,"type":544,"tunes":939},"8c45dac918",{"text":938},"Advanced Shader Delivery pokušava da isporuči to korisno kompajlirano stanje pre nego što trošak stigne do vaše mašine.",{},{"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","Kada se vrši kompilacija",[13,13],{"id":949,"label":950,"values":951},"cost","Ko plaća početni trošak kompilacije",[13,13],{"id":953,"label":954,"values":955},"first-run","Ponašanje pri prvom pokretanju",[13,13],{"id":957,"label":958,"values":959},"stutter","JIT zastoj šejdera",[13,13],"Lokalni keš šejdera naspram Advanced Shader Delivery",[962,965],{"id":963,"label":964},"local","Lokalni keš šejdera",{"id":966,"label":967},"asd","Advanced Shader Delivery",{},{"id":970,"data":971,"type":572,"tunes":973},"76cff75952",{"text":972,"level":47},"Šta developeri zapravo moraju da urade",{},{"id":975,"data":976,"type":544,"tunes":978},"bfaa3db2d6",{"text":977},"Igra i dalje mora da izloži dovoljno informacija da bi platforma mogla da izgradi korisnu bazu podataka.",{},{"id":980,"data":981,"type":544,"tunes":983},"ed2d5b8b93",{"text":982},"Microsoft-ov trenutni tok rada zahteva od developera da prikupe ili programski generišu SODB, testiraju ga lokalnim kompajliranjem PSDB-a i pošalju SODB kroz pipeline prodavnice.",{},{"id":985,"data":986,"type":544,"tunes":988},"186600f899",{"text":987},"Agility SDK 1.619 je takođe uveo API-je za identitet aplikacije i statistiku kako bi developeri mogli dosledno da identifikuju naslov i mere koliko se efikasno koristi PSDB.",{},{"id":990,"data":991,"type":572,"tunes":993},"da7b0ce8b5",{"text":992,"level":47},"Koji hardver danas radi?",{},{"id":995,"data":996,"type":544,"tunes":998},"e2e43ce998",{"text":997},"Microsoft-ovo ažuriranje iz juna 2026. navodi Windows 11 verziju 24H2 ili noviju, potrebnu verziju Xbox Gaming Services, AMD Radeon hardver zasnovan na RDNA 1 do RDNA 4, i AMD Adrenalin 26.6.1 ili noviji za trenutno dokumentovanu putanju Xbox PC aplikacije.",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"7c82f021e1",{"text":1002},"Microsoft je takođe izjavio da sarađuje sa Intel-om i drugim proizvođačima hardvera, i da će se podrška proširiti na više uređaja.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"9e9a02e41c",{"text":1007},"To znači da Advanced Shader Delivery treba tretirati kao funkciju platforme koja se širi, a ne kao univerzalnu Windows mogućnost na svakom GPU-u danas.",{},{"id":1010,"data":1011,"type":572,"tunes":1013},"bd182f72b0",{"text":1012,"level":47},"Zašto je ovo važnije od još jedne FPS funkcije",{},{"id":1015,"data":1016,"type":544,"tunes":1018},"9decb9c1b9",{"text":1017},"Upscaling i generisanje frejmova poboljšavaju izlaz rendering pipeline-a nakon što igra već radi.",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"64eec31a18",{"text":1022},"Advanced Shader Delivery napada drugačiji problem kvaliteta: skok u vremenu frejma izazvan pripremanjem GPU programa u pogrešnom trenutku.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"a6a0db382e",{"text":1027},"Zato korist može biti vidljiva čak i kada se prosečan FPS uopšte ne menja.",{},{"id":1030,"data":1031,"type":572,"tunes":1033},"09bde21a8d",{"text":1032,"level":47},"Šta bi promenilo ovaj odgovor?",{},{"id":1035,"data":1036,"type":544,"tunes":1038},"b0e7ca01a4",{"text":1037},"Najveća pokretna granica je podrška ekosistema.",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"537568c224",{"text":1042},"Microsoft još uvek širi Advanced Shader Delivery na GPU-ove, tokove rada prodavnica i integracije sa game engine-ima. Zahtevi za hardver i podržane putanje distribucije mogu se stoga brzo menjati.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"fe24516c11",{"text":1047},"Buduća implementacija široko integrisana u glavne PC prodavnice mogla bi da učini isporuku prekompajliranih šejdera mnogo transparentnijom za igrače nego što je danas.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"0e31e2d54d",{"text":1052,"level":47},"Ograničenja",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"a7881e11e1",{"text":1057},"Ovaj članak opisuje Microsoft-ovu dokumentovanu arhitekturu Advanced Shader Delivery i trenutnu podršku Windows\u002FXbox PC aplikacije od septembra 2026.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"71ebc16fda",{"text":1062},"Microsoft-ove prijavljene uštede pri učitavanju su merenja proizvođača iz specifičnih podržanih scenarija. Ne treba ih smatrati univerzalnim garancijama performansi.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"f7a38af5be",{"text":1067,"level":47},"Zaključak",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"f1308f3e80",{"text":1072},"Advanced Shader Delivery rešava jednostavan problem odgovorom na nivou platforme.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"b102a861bb",{"text":1077},"PC igra zahteva kompajlirane šejdere specifične za GPU. Njihovo pravljenje na računaru igrača može izazvati duga prva pokretanja i zastoj u trenutku izvršavanja. ASD snima ono što igra zahteva, kompajlira to unapred za ciljno okruženje i isporučuje rezultat putem prodavnice.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"da805fabf0",{"text":1082},"Šejder i dalje postoji. Kompilacija se i dalje dešava. Važna promena je da se to dešava pre nego što igraču zatreba.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"0354b8daaf",{"text":1087,"level":47},"Česta pitanja",{},{"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","Windows 11 Direct3D 12 tehnologija koja unapred kompajlira šejdere i isporučuje ih uz igru umesto da se sve kompajlira na računaru igrača.","Šta je Advanced Shader Delivery?",{"id":1098,"answer":1099,"question":1100},"faq2","State Object Database koji opisuje stanja šejdera koja igra može zahtevati kako bi mogla biti kompajlirana pre isporuke.","Šta je SODB?",{"id":1102,"answer":1103,"question":1104},"faq3","Precompiled Shader Database koji sadrži programske šejdere već kompajlirane za ciljno hardversko i drajversko okruženje.","Šta je PSDB?",{"id":1106,"answer":1107,"question":1108},"faq4","Ne automatski. Nedostajuća stanja šejdera, nepodržana okruženja ili novi sadržaj igre i dalje mogu zahtevati lokalnu kompilaciju.","Da li ASD eliminiše svako zastojanje šejdera?",{"id":1110,"answer":1111,"question":1112},"faq5","Ne. Lokalni keš se stvara nakon što vaš PC kompajlira šejdere. ASD pokušava da isporuči kompajlirane podatke šejdera pre nego što pokrenete igru.","Da li je ASD isto što i lokalni keš šejdera?",{"id":1114,"answer":1115,"question":1116},"faq6","Njegova glavna svrha je brže pripremanje šejdera i manje skokova u vremenu kadrova povezanih sa kompilacijom, a ne veći stabilni FPS.","Da li Advanced Shader Delivery povećava FPS?","Advanced Shader Delivery jednostavnim jezikom","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"8733f298cd",{"text":1123,"level":47},"Pojmovnik",{},{"id":1126,"data":1127,"type":1157,"tunes":1158},"407257a6d1",{"title":1128,"entries":1129},"Ključni pojmovi isporuke šejdera",[1130,1134,1138,1142,1146,1150,1153],{"term":1131,"anchor":1132,"definition":1133},"Šejder","shader","GPU program koji se koristi za grafičke ili računarske zadatke kao što su osvetljenje, materijali i post-procesiranje.",{"term":1135,"anchor":1136,"definition":1137},"Kompilacija šejdera","shader-compilation","Pretvaranje koda šejdera u izvršni oblik specifičan za GPU koji drajver i hardver mogu da pokrenu.",{"term":1139,"anchor":1140,"definition":1141},"SODB","sodb","State Object Database koji sadrži informacije o stanju šejdera prikupljene od igre ili generisane za igru.",{"term":1143,"anchor":1144,"definition":1145},"PSDB","psdb","Precompiled Shader Database koji sadrži podatke šejdera kompajlirane unapred za ciljno okruženje.",{"term":1147,"anchor":1148,"definition":1149},"JIT kompilacija","jit-compilation","Just-in-time kompilacija koja se izvršava kada je šejder prvi put potreban tokom pokretanja ili igranja.",{"term":798,"anchor":1151,"definition":1152},"shader-availability-boundary","Figure Rocks model koji opisuje kada šejder može biti poslužen iz isporučenih unapred kompajliranih podataka, a kada je lokalna kompilacija još uvek potrebna.",{"term":1154,"anchor":1155,"definition":1156},"Test dijagnostike zastojanja šejdera","shader-stutter-diagnosis-test","Figure Rocks radni tok za razdvajanje zastoja usled kompilacije šejdera od drugih uzroka skokova u vremenu kadrova.","glossary",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"3ab856f2b4",{"text":1162,"level":47},"Primarni izvori",{},{"id":1165,"data":1166,"type":1172,"tunes":1173},"367d2e3548",{"link":1167,"meta":1168},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fadvanced-shader-delivery",{"image":1169,"title":1170,"description":1171},{"url":13},"Microsoft Learn — Advanced Shader Delivery","Zvanična Windows dokumentacija koja pokriva SODB-to-PSDB radni tok, prednosti i trenutni model platforme.","linkTool",{},{"id":1175,"data":1176,"type":1172,"tunes":1182},"5641b514c0",{"link":1177,"meta":1178},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fintroducing-advanced-shader-delivery\u002F",{"image":1179,"title":1180,"description":1181},{"url":13},"Microsoft DirectX — Predstavljamo Advanced Shader Delivery","Zvanično objašnjenje arhitekture koje pokriva lokalnu kompilaciju šejdera, SODB, PSDB i distribuciju putem prodavnice.",{},{"id":1184,"data":1185,"type":1172,"tunes":1191},"22a5b77a1b",{"link":1186,"meta":1187},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-whats-new-at-gdc-2026\u002F",{"image":1188,"title":1189,"description":1190},{"url":13},"Microsoft DirectX — Advanced Shader Delivery na GDC 2026","Zvanično ažuriranje za programere iz 2026. koje pokriva SODB integraciju, identitet aplikacije, statistiku i Xbox Partner Center radni tok.",{},{"id":1193,"data":1194,"type":1172,"tunes":1200},"cc3301d997",{"link":1195,"meta":1196},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fadvanced-shader-delivery-expands-public-preview-with-amd\u002F",{"image":1197,"title":1198,"description":1199},{"url":13},"Microsoft DirectX — Advanced Shader Delivery se širi sa AMD-om","Zvanično ažuriranje dostupnosti iz 2026. koje pokriva Windows 11, AMD RDNA podršku, distribuciju putem Xbox PC aplikacije i merenja za Forza Horizon 6.",{},"2.31.6","Do zastojâ u rada šadera dolazi kada PC igra mora da kompajlira GPU programe u pogrešnom trenutku. Microsoft Advanced Shader Delivery premešta veliki deo tog posla sa igračevog računara tako što unapred priprema šadere prilagođene hardveru i isporučuje ih uz igru.","\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":1211,"de":1212,"sr":1213,"es":1214,"fr":1215,"it":1216,"ru":1217,"zh":1218},"\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",[1220,1224,1227,1231,1235,1239],{"id":1221,"name":1222,"slug":1223},62,"Застајкивање шејдера","shader-stutter",{"id":1225,"name":1226,"slug":1136},236,"Компилација шејдера",{"id":1228,"name":1229,"slug":1230},328,"Идентификујте тип сецкања","identify-stutter-type",{"id":1232,"name":1233,"slug":1234},253,"Освежавање и јасноћа","refresh-and-clarity",{"id":1236,"name":1237,"slug":1238},251,"Замућење и перзистенција","blur-and-persistence",{"id":1240,"name":1241,"slug":1242},137,"Подешавања која су битна","settings-that-matter",{"id":283,"login":1244,"email":1245,"displayName":1246},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1248,1772],{"lang":8,"title":1249,"content":1250,"contentJson":1251,"excerpt":1771},"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":1201},1790406603890,[1254,1258,1263,1268,1272,1276,1280,1284,1288,1292,1296,1300,1304,1308,1315,1319,1339,1343,1347,1351,1355,1359,1363,1386,1391,1395,1416,1420,1424,1428,1432,1436,1440,1444,1448,1453,1457,1478,1482,1486,1490,1494,1498,1521,1525,1529,1533,1537,1544,1548,1552,1556,1560,1564,1568,1572,1593,1597,1601,1605,1609,1613,1617,1621,1625,1629,1633,1637,1641,1645,1649,1653,1657,1661,1665,1669,1673,1677,1681,1685,1689,1712,1716,1740,1744,1750,1757,1764],{"id":541,"data":1255,"type":544,"tunes":1257},{"text":1256},"PC shader stutter exists because a game often cannot use a shader until that shader has been compiled for the exact GPU and driver environment running the game. Microsoft Advanced Shader Delivery changes where that compilation happens: instead of waiting for the player's PC, the work can be done ahead of time and the compiled shader data can arrive with the game.",{},{"id":547,"data":1259,"type":552,"tunes":1262},{"body":1260,"title":1261,"variant":551},"\u003Cstrong>Advanced Shader Delivery does not make shaders disappear.\u003C\u002Fstrong> It moves much of the compilation work away from the player's PC. A game supplies shader state information, the platform builds hardware-specific precompiled shader databases, and the storefront delivers the right compiled data to the player.","Direct answer",{},{"id":555,"data":1264,"type":552,"tunes":1267},{"body":1265,"title":1266,"variant":559},"Advanced Shader Delivery is available through the Xbox PC app for supported Windows 11 systems and currently has documented AMD RDNA support. Microsoft says broader hardware support is still expanding.","Current status in 2026",{},{"id":562,"data":1269,"type":566,"tunes":1271},{"title":1270,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1273,"type":572,"tunes":1275},{"text":1274,"level":47},"Why PC games compile shaders in the first place",{},{"id":575,"data":1277,"type":544,"tunes":1279},{"text":1278},"A shader is a small GPU program used for rendering tasks such as lighting, materials, shadows, post-processing and other graphics work.",{},{"id":580,"data":1281,"type":544,"tunes":1283},{"text":1282},"The game usually ships shader code in an intermediate form. Before the GPU can execute it efficiently, the graphics driver compiles that code into a hardware-specific form.",{},{"id":585,"data":1285,"type":544,"tunes":1287},{"text":1286},"On a console, the target hardware and driver environment are much more predictable. On a Windows PC, the game may run on many GPU models, driver versions and system configurations.",{},{"id":590,"data":1289,"type":544,"tunes":1291},{"text":1290},"That hardware matrix is the reason PC shader compilation is harder to prepare completely in advance.",{},{"id":595,"data":1293,"type":572,"tunes":1295},{"text":1294,"level":47},"Where shader stutter comes from",{},{"id":600,"data":1297,"type":544,"tunes":1299},{"text":1298},"If the game encounters a shader that is not already compiled, the driver may have to compile it while the game is running.",{},{"id":605,"data":1301,"type":544,"tunes":1303},{"text":1302},"That work can interrupt the normal frame pipeline. The result can be a short hitch even when average FPS is high.",{},{"id":610,"data":1305,"type":544,"tunes":1307},{"text":1306},"Once the compiled shader has been cached, the same hitch may not happen again until the cache is invalidated or new shader combinations are needed.",{},{"id":615,"data":1309,"type":621,"tunes":1314},{"url":1310,"title":1311,"excerpt":1312,"ctaLabel":1313},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can look healthy while a few long frames make the game feel uneven.","Read the frame-time guide",{},{"id":624,"data":1316,"type":572,"tunes":1318},{"text":1317,"level":47},"The normal shader-compilation path",{},{"id":629,"data":1320,"type":649,"tunes":1338},{"steps":1321,"title":1337,"orientation":648},[1322,1325,1328,1331,1334],{"label":1323,"description":1324},"1. Game ships shader source or intermediate data","The package contains what the driver needs to build GPU-specific programs.",{"label":1326,"description":1327},"2. Player launches the game","The system does not yet have every compiled shader variant in cache.",{"label":1329,"description":1330},"3. Driver compiles shaders locally","Compilation happens at startup, during a dedicated precompilation screen, or just in time during gameplay.",{"label":1332,"description":1333},"4. Compiled shaders are cached","Future runs can reuse the results while the cache remains valid.",{"label":1335,"description":1336},"5. Driver or game changes can invalidate the cache","The system may need to compile again after relevant updates.","Without Advanced Shader Delivery",{},{"id":652,"data":1340,"type":572,"tunes":1342},{"text":1341,"level":47},"What Advanced Shader Delivery changes",{},{"id":657,"data":1344,"type":544,"tunes":1346},{"text":1345},"Advanced Shader Delivery moves the expensive compilation step into a distribution pipeline.",{},{"id":662,"data":1348,"type":544,"tunes":1350},{"text":1349},"The game provides a standardized description of the shader state objects it can need. Microsoft calls that collection a State Object Database, or SODB.",{},{"id":667,"data":1352,"type":544,"tunes":1354},{"text":1353},"The platform combines that game data with a separated shader compiler for the relevant hardware and driver environment to produce a Precompiled Shader Database, or PSDB.",{},{"id":672,"data":1356,"type":544,"tunes":1358},{"text":1357},"The PSDB can then be distributed through the storefront alongside the game.",{},{"id":677,"data":1360,"type":572,"tunes":1362},{"text":1361,"level":47},"The SODB → PSDB pipeline",{},{"id":682,"data":1364,"type":649,"tunes":1385},{"steps":1365,"title":1384,"orientation":648},[1366,1369,1372,1375,1378,1381],{"label":1367,"description":1368},"1. Game creates an SODB","The developer collects the state-object information needed to describe the game's shaders.",{"label":1370,"description":1371},"2. SODB is submitted with the game","The shader-state database becomes part of the distribution workflow.",{"label":1373,"description":1374},"3. Hardware-specific compilation happens ahead of time","The shader compiler produces the correct compiled form for a supported GPU and driver environment.",{"label":1376,"description":1377},"4. A PSDB is produced","The Precompiled Shader Database contains compiled shader data for that target environment.",{"label":1379,"description":1380},"5. Storefront delivers the PSDB","The compiled shader database arrives with or alongside the game download.",{"label":1382,"description":1383},"6. Windows registers the compiled shaders","When the game starts, many shaders can already be present instead of being compiled locally.","How Advanced Shader Delivery works",{},{"id":706,"data":1387,"type":552,"tunes":1390},{"body":1388,"title":1389,"variant":710},"\u003Cstrong>SODB = what the game may need.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Compiler = turns it into hardware-specific GPU programs.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>PSDB = the compiled result.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Storefront = delivers it before you play.\u003C\u002Fstrong>","The simplest mental model",{},{"id":713,"data":1392,"type":572,"tunes":1394},{"text":1393,"level":47},"Why this is harder on PC than on console",{},{"id":718,"data":1396,"type":746,"tunes":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",[1412,1414],{"id":741,"label":1413},"Console",{"id":744,"label":745},{},{"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":1688},{"text":1687,"level":47},"FAQ",{},{"id":1090,"data":1690,"type":1118,"tunes":1711},{"items":1691,"title":1710},[1692,1695,1698,1701,1704,1707],{"id":1094,"answer":1693,"question":1694},"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":1696,"question":1697},"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":1699,"question":1700},"A Precompiled Shader Database containing shader programs already compiled for a target hardware and driver environment.","What is a PSDB?",{"id":1106,"answer":1702,"question":1703},"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":1705,"question":1706},"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":1708,"question":1709},"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":1713,"type":572,"tunes":1715},{"text":1714,"level":47},"Glossary",{},{"id":1126,"data":1717,"type":1157,"tunes":1739},{"title":1718,"entries":1719},"Key shader-delivery terms",[1720,1723,1726,1728,1730,1733,1736],{"term":1721,"anchor":1132,"definition":1722},"Shader","A GPU program used for graphics or compute work such as lighting, materials and post-processing.",{"term":1724,"anchor":1136,"definition":1725},"Shader compilation","Turning shader code into a GPU-specific executable form that the driver and hardware can run.",{"term":1139,"anchor":1140,"definition":1727},"State Object Database containing shader-state information collected from or generated for a game.",{"term":1143,"anchor":1144,"definition":1729},"Precompiled Shader Database containing shader data compiled ahead of time for a target environment.",{"term":1731,"anchor":1148,"definition":1732},"JIT compilation","Just-in-time compilation performed when a shader is first needed during startup or gameplay.",{"term":1734,"anchor":1151,"definition":1735},"Shader Availability Boundary","A Figure Rocks model describing when a shader can be served from delivered precompiled data and when local compilation is still required.",{"term":1737,"anchor":1155,"definition":1738},"Shader-Stutter Diagnosis Test","A Figure Rocks workflow for separating shader-compilation hitches from other causes of frame-time spikes.",{},{"id":1160,"data":1741,"type":572,"tunes":1743},{"text":1742,"level":47},"Primary sources",{},{"id":1165,"data":1745,"type":1172,"tunes":1749},{"link":1167,"meta":1746},{"image":1747,"title":1170,"description":1748},{"url":13},"Official Windows documentation covering the SODB-to-PSDB workflow, benefits and current platform model.",{},{"id":1175,"data":1751,"type":1172,"tunes":1756},{"link":1177,"meta":1752},{"image":1753,"title":1754,"description":1755},{"url":13},"Microsoft DirectX — Introducing Advanced Shader Delivery","Official architecture explanation covering local shader compilation, SODB, PSDB and storefront distribution.",{},{"id":1184,"data":1758,"type":1172,"tunes":1763},{"link":1186,"meta":1759},{"image":1760,"title":1761,"description":1762},{"url":13},"Microsoft DirectX — Advanced Shader Delivery at GDC 2026","Official 2026 developer update covering SODB integration, application identity, statistics and Xbox Partner Center workflow.",{},{"id":1193,"data":1765,"type":1172,"tunes":1770},{"link":1195,"meta":1766},{"image":1767,"title":1768,"description":1769},{"url":13},"Microsoft DirectX — Advanced Shader Delivery expands with AMD","Official 2026 availability update covering Windows 11, AMD RDNA support, Xbox PC app distribution and Forza Horizon 6 measurements.",{},"Shader stutter happens when a PC game has to compile GPU programs at the wrong moment. Microsoft Advanced Shader Delivery moves much of that work off the player’s PC by preparing hardware-specific shaders ahead of time and delivering them with the 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Koristite ovaj jednostavan metod da izaberete čistu srednju postavku koja smanjuje zamućenje bez ghosting artefakata.","2026-02-21T03:30:00.000Z",{"id":2134,"slug":2135,"title":2136,"excerpt":2137,"featuredImage":2138,"publishedAt":2139},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG saveznik pokazuje zašto AI saigračima trebaju dva mozga: brzi refleksi i sporo rezonovanje","Jezički model može da razume taktiku i nameru igrača, ali ne bi trebalo direktno da kontroliše svaki pokret i borbenu reakciju. PUBG Ally prikazuje praktičniju arhitekturu: brzu kontrolu pomoću stabla ponašanja za refleksne radnje, u kombinaciji sa malim jezičkim modelom za planiranje, koordinaciju i prirodan razgovor.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T14:51:00.000Z",{"id":2141,"slug":2142,"title":2143,"excerpt":2144,"featuredImage":14,"publishedAt":2145},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Kontrolna lista za ruter v2: 12 podešavanja koja sprečavaju skokove laga","Većina skokova laga potiče od opterećenja i nestabilnosti, a ne od ‘lošeg pinga’. Koristite ovu kontrolnu listu za ruter da biste stabilizovali latenciju pod opterećenjem pre kupovine nove opreme.","2026-02-20T16:00:00.000Z",{"id":2147,"slug":2148,"title":2149,"excerpt":2150,"featuredImage":14,"publishedAt":2151},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Realnost keša šejdera: Šta popravlja, šta ne i zašto se seckanje vraća","Keš šejdera može smanjiti ponavljajuće seckanje usled kompilacije, ali neće rešiti CPU skokove ili zastoje pri strimovanju. Saznajte šta on zapravo radi i kako da ga pravilno testirate.","2026-02-20T21:00:00.000Z",{"id":2153,"slug":2154,"title":2155,"excerpt":2156,"featuredImage":14,"publishedAt":2157},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader stutter: Zašto prva pokretanja koče i kako ga smanjiti","Seckanje zbog šejdera se dešava kada se novi efekti kompajliraju u realnom vremenu. Naučite kako da ga brzo identifikujete i praktične načine da smanjite zastoje bez placebo podešavanja.","2026-02-20T23:40:00.000Z",{"id":2159,"slug":2160,"title":2161,"excerpt":2162,"featuredImage":14,"publishedAt":2163},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","CPU seckanje vs GPU seckanje vs Shader seckanje: Kako da prepoznate šta imate","Nije svako seckanje isto. Naučite tri uobičajena tipa seckanja, kakav je osećaj kod njih i najbrži način da ih dijagnostikujete pre nego što promenite podešavanja.","2026-02-19T11:00:00.000Z",{"id":2165,"slug":2166,"title":2167,"excerpt":2168,"featuredImage":2169,"publishedAt":2170},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Zašto 120 FPS i dalje može da se oseća loše: Objašnjenje vremena kadra, 1% najnižih vrednosti i seckanja","Igra može da prijavi 120, 144 ili čak 200 FPS i dalje da se oseća neujednačeno. Ovaj vodič objašnjava zašto prosečan FPS može da sakrije lošu isporuku kadrova, kako vreme kadra i 1% najnižih vrednosti otkrivaju seckanje i kako da dijagnostikujete da li CPU, GPU ili neki drugi deo procesa izaziva problem.","\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":2172,"slug":2173,"title":2174,"excerpt":2175,"featuredImage":14,"publishedAt":2176},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz deluje lošije? Kontrolna lista za dijagnostiku (pogrešan režim, VRR opseg, ograničenja)","Veća brzina osvežavanja može otkriti nestabilnost. Koristite ovu kontrolnu listu da dijagnostikujete zašto 120Hz deluje lošije: pogrešan režim, pogrešna putanja osvežavanja, problemi sa VRR opsegom ili nedostajuća ograničenja.","2026-02-20T20:30:00.000Z",{"id":2178,"slug":2179,"title":2180,"excerpt":2181,"featuredImage":14,"publishedAt":2182},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Kontrolna lista za ruter za gejming: Podešavanja koja su zaista bitna","Većina podešavanja rutera ne pomaže. Ova podešavanja pomažu: upravljanje redovima čekanja pod opterećenjem, stabilno Wi-Fi ponašanje i izbegavanje funkcija koje dodaju kašnjenje ili nestabilnost.","2026-02-21T01:30:00.000Z",{"id":2184,"slug":2185,"title":2186,"excerpt":2187,"featuredImage":2188,"publishedAt":2189},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","Iskorišćenost VRAM-a nije zahtev za VRAM-om: Zašto pun memetar ne govori celu priču","Videti 7,8 GB iskorišćeno na grafičkoj kartici od 8 GB može izgledati kao dokaz da je igri ponestalo VRAM-a. Nije tako jednostavno. Ovaj vodič objašnjava kapacitet VRAM-a, budžete rezidentnosti, radne skupove, deljenu memoriju i kako utvrditi da li pritisak na memoriju zaista izaziva seckanje.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z",{"id":2191,"slug":2192,"title":2193,"excerpt":2194,"featuredImage":2195,"publishedAt":2196},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Smanjili ste grafička podešavanja, ali FPS se nije poboljšao? Verovatno podešavate pogrešno usko grlo","Smanjujete senke, efekte i rezoluciju, ali FPS se jedva menja. Ovaj vodič objašnjava zašto grafička podešavanja pomažu samo kada smanjuju opterećenje koje zapravo ograničava frejm—i kako prepoznati uska grla procesora, grafičke kartice, memorije, strimovanja i ograničenja frejma.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","2026-09-25T18:23:00.000Z","fallback",[],[]]