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Shader Compilation Stutter and PSO (Pipeline State Object) Caching: Advanced Implementation and Real-World Architecture

Inicio › Forums › Monster Hunter: Wilds & World › Shader Compilation Stutter and PSO (Pipeline State Object) Caching: Advanced Implementation and Real-World Architecture

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  • #119017
    User AvatarEmma Davis
    Member

    I’ve been chasing frame-time consistency in competitive shooters and shader compilation stutter keeps killing my 1% lows, especially in Unreal Engine 5 titles that stream new materials during matches. I understand the basics of pre-warming shaders and the driver-level PSO cache, but I want to dig into the implementation details. When you’re dealing with a title that has zero built-in async shader compilation, what’s your most reliable workaround—custom pre-loader scripts, injector-based pre-compilation, or just relying on the DX12 driver cache? And how do you force the driver to actually persist that cache reliably across driver updates instead of it getting wiped?

    On the engine side, I’m curious how people are measuring where the stutter actually originates. Are you using PIX GPU captures or custom perf counters to isolate shader compilation stalls from texture streaming? And when benchmarking, how do you get repeatable frame-time data that accounts for the first-run penalty versus steady-state performance? Anybody running their own PSO cache pre-emption pipeline in custom engines, or is that still niche?

    #119477
    User AvatarDean Bailey
    Member

    Great topic. The core fix for compile stutter is getting shaders off the render path entirely, and DX12 Shader Pipeline Streaming (SPS) is the cleanest way to do that if

    "Ryzen 9 7950X3D | RTX 4070 Super | Lian Li O11 Dynamic EVO"
    #123151

    Great topic. The core problem with shader compilation stutter isn’t just that compilation is slow—it’s that it’s often happening on the main render thread mid-frame, which spikes frame times and wrecks your 1%

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