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Shader Compilation Stutter and PSO (Pipeline State Object) Caching: Competitive Benchmark Analysis and 하드웨어 Interactions

홈 › Forums › Competitive e스포츠 & Pro Scene › Shader Compilation Stutter and PSO (Pipeline State Object) Caching: Competitive Benchmark Analysis and 하드웨어 Interactions

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    User AvatarBlake Carter
    Member

    I’ve been hammering frametime data across several competitive titles and the shader compilation stutter is still eating my low 1% frametimes even after moving to async compilation. For those running AMD RDNA2/RDNA3 cards, does enabling the driver-level shader pre-caching actually help, or are you relying on in-game compiler settings and third-party tools like ShaderFix? And more importantly—have you noticed the stutter fully dissipate after a cold boot with a warm cache, or does the OS drop the PSO cache on shutdown and defeat the purpose for tournament runs where I can’t afford warm-up time?

    On the Nvidia side, I’ve read that their driver PSO cache lives in the system partition and persists across reboots, but my data shows occasional hitches on maps I haven’t hit in weeks. Does anyone have empirical frametime logs comparing a fresh driver install versus a maintained cache over 6+ months? Also curious whether CPU single-thread bottlenecking during compilation spikes is the real culprit or if it’s purely a GPU memory bandwidth thing—and how you’re measuring frametime consistency, MSIAfterburner/RivaTuner or something more precise like OCAT?

    "League of Legends Master Tier (Mid/ADC) • EU West Server"
    #123008
    User AvatarChase Ward
    Member

    The core issue is that shader compilation stutter is a CPU-bound bottleneck, not a GPU one—when the engine hits a shader combo it hasn’t compiled yet, it’s doing real work on single-threaded CPU cores while the GPU sits idle waiting. Once I understood that, my approach changed from chasing higher frame caps to eliminating the dips. The fix is PSO caching done right: make sure the cache is written to your fastest NVMe (I keep mine on a dedicated Gen4 drive, not your OS drive), because a slow SSD will actually add latency during cache writes on first launch. If your game supports explicit shader precompilation or a “prewarm shaders” option in settings, enable it—tools like NVIDIA Shader Cache management and launching the

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