Microsoft advances precompiled shaders to reduce PC game load times

Microsoft is developing Advanced Shader Delivery to eliminate the frustrating 'compiling shaders' wait times in PC games. The technology precompiles shaders for various hardware configurations, aiming for console-like loading speeds. Updates were shared at the Game Developers Conference this week.

PC gamers often face delays when launching new titles, as the system compiles shaders to optimize 3D effects for their specific hardware and drivers. At the Game Developers Conference, Microsoft detailed progress on its Advanced Shader Delivery initiative for Windows, which addresses this issue by enabling precompiled shaders to be downloaded in advance.

In console gaming, developers precompile shaders for fixed hardware environments. On PCs, however, shaders are typically compiled at runtime to match diverse setups. Microsoft's solution automates precompilation across a wide range of drivers and GPUs using the Direct3D API. Developers create a State Object Database (SODB) representing in-game assets, which is processed into a Precompiled Shader Database (PSDB) compatible with multiple display adapters from various vendors.

The PSDB downloads with the game, providing what Microsoft describes as 'console-like load times across the hardware ecosystem.' It can update automatically via patches when drivers change, avoiding local recompilation. The feature debuted in Microsoft's SDK last September and was tested on the ROG Xbox Ally by October, reducing launch times in games like Avowed by up to 85 percent—particularly beneficial for battery-constrained handhelds.

Adoption is progressing slowly. Nvidia is 'working closely with Microsoft' to support it on GeForce RTX hardware later this year. Intel anticipates releasing a compatible driver soon, while Qualcomm plans to introduce it on Adreno X2 GPUs shortly. Epic Games is conducting 'early testing and explorations' on SODB and PSDB generation, with more details forthcoming.

Microsoft has enhanced its APIs for easier PSDB creation and testing in larger games. It encourages developers to integrate SODB collection into engines now, preparing for uploads through the Xbox Partner Center starting in May. Initially for Xbox app titles, the company envisions broader use, allowing any storefront to compile and distribute PSDBs in the future.

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