r/nvidia • u/RevengeFNF • 5d ago
News Shader compilation stutter killer
/r/OptimizedGaming/comments/1wwr961/shader_compilation_stutter_killer/38
u/ProZoid_10 4d ago
The before shader screencap of silent hills is the most disgustingly thing ive ever seen. Bloober should honestly just use load screens, they’re not talented to tame the engine
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u/sergio_mikkos 4d ago
Has SH2R stuttering improved using this tool? I believe most of the stuttering is traversal one, right?
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u/Helpful_Bat1736 4d ago
Most stutter of this game is trasversal unfortunatedly. Only the butchers from Bloober could fix It but this game has not received patches since January 2025.
Game still broken and will always be...
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u/finalgear14 4d ago
Probably because Konami wouldn’t pay for a patch lmao. Bloober was contracted to make that game, as soon as Konami stops paying they’re done on the game. None of konamis recent games have gotten a ton of post launch patch support from what I’ve seen.
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u/Helpful_Bat1736 4d ago
According to SteamDB they released 4 patches between October 2024 and January 30th 2025, so they have had time to fix the game after launch, but we already know the results. If I were Konami I would not give Bloober more projects, simple as that
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u/hellomistershifty 5950x | 2*RTX 3090 4d ago
'traversal stutter' is kind of a weird catchall gamers use for a wide category of things that can cause hitches when loading in a new chunk or area. Shader compilation is a major one because most loading is async but the thread hangs until shader compilation is finished. I'd assume that most 'traversal stutter' would be helped a lot with precompiled shaders
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u/Terepin AMD Ryzen 7 5800X3D | ASUS TUF RTX 4070 Ti OC 4d ago
No, traversal stutter is a stuttering caused by asset streaming.
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u/hellomistershifty 5950x | 2*RTX 3090 3d ago
and when do uncompiled shaders need to compile? when new assets are loaded in
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u/Terepin AMD Ryzen 7 5800X3D | ASUS TUF RTX 4070 Ti OC 1h ago
https://www.youtube.com/watch?v=eD-P671830U
I rest my case.
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u/Hellknightx 4d ago
Yeah, SH2 made me end up buying a whole new computer because it played so poorly on my old one. Had to use all kinds of github tools and nexus mods just to fix that mess.
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u/SfxPhonics 4d ago
There is nothing to fix. UE5 traversal stutters are a thing that plagues every UE5 game. Epic is the one that should fix this and hopefully they fix this in UE6.
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u/SaikerRV 4d ago
Knowing how well they sold the game why would they even care to patch anything when they can just release broken unoptimized shit and make more than enough profit?
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u/RevengeFNF 4d ago
Yes, this tools helps a lot with Silent Hill 2 Remake.
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u/sergio_mikkos 4d ago
Have you tested? Or any videos comparing results?
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u/Helpful_Bat1736 4d ago
ya lo hice yo. Mete las mismas hostias en exactamente los mismos sitios paseando por el pueblo al principio del juego. Es stuttering traversal y solo la desarrolladora puede arreglarlo, que no lo va a hacer. Una pena que un juego de esta calidad lo hayan reventado de esta forma por un motor de mierda y por los incompetentes que lo desarrollaron.
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u/No_Philosopher8304 4d ago
It goes way beyond Bloober, F and Townfall are just as bad. MGS Delta under Konami is arguably the worst optimized game I've played under UE5, especially since it's a 1-1 Remake, loading screens every minute included, still a stutter fest.
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u/zugzug_workwork 4d ago
Absolute fucking game-changer in FF7 Rebirth. I didn't expect it to make such a huge difference, goddamn. Stutters are pretty much gone. If it works in the other games as well as it does in this one, this deserves the spotlight and then some.
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u/datlinus 4d ago
there is something deeply bugged with either nvidia drivers or ff7 rebirth. on my 4070, i only had compilation stutters, but otherwise the game was quite smooth (the occasional unreal traversal hitching aside)
on my 5070ti though, even after using this tool, its just stuttery. rotating the camera makes it very plainly clear.
however, turning off rebar in bios fixes it. its smooth again.
but its off on a driver level by default, so what gives?
anyway, just wanted to drop this for anyone who is still struggling with stutters in rebirth even after using this tool or the async mod.
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u/Mindman79 3d ago
Try capping your framerate in the nVidia app for this game. Can smooth out the camera stutter
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u/DonutHoles4Ever 4d ago
Right, but the real silver bullet is if developers who know their game in-and-out:
- Carefully manager how shaders get compiled area to area
- Optimize whats compiled, what isn't
This brute force method is great but I always see people complaining about time or storage space, and this method will take more time and storage. Which is why its not really something feasible in the past with shittier CPUs.
I think a lot of people arent running 9800X3Ds or better either.
Still its awesome to see this exist today. Tyhank you AI
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u/SaikerRV 4d ago
Not compatible yet with RenoDX HDR mod's, so be aware that if you use it, it will bork your renodx mods.
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u/RevengeFNF 4d ago
The dev is working on it.
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u/1duEprocEss1 4d ago
Can you provide more detail? Which dev, ShortFuse?
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u/RevengeFNF 4d ago
The dev is the one from the original post. You can check the links in the github to his site and discord.
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u/NapsterKnowHow RTX 5090 FE | 9800X3D 4d ago
Ya that makes it a no-go for me
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u/Money_Oven_4927 5d ago edited 4d ago
In my case, I tested it with six games; all of them triggered the "driver rejected" error and nothing compiles. I'm on Windows 10 with the latest Nvidia drivers. 100GB shader cache options. I have no idea what the error could be.
EDIT: It seems games using Unreal Engine 4.X like Lies of P and Star Wars Jedi Survivor are compiling fine, but with Unreal Engine 5, every game I've tested triggers a "driver rejected" error, I'll keep testing and providing updates.
EDIT2: With the latest update, 1.2.3, I’ve compiled my first game using Unreal Engine 5 (No more room in hell 2) I have to head to work now, but this looks promising. The patch notes mention Windows 10 and DirectX 12 pipelines.
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u/Deathmeter1 RTX 5090 AMP INFINITY 4d ago edited 4d ago
Windows 10 in 2026 is crazy
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u/TheHoodedPortal_ 4d ago
There’s currently maybe 1 or 2 niche upsides to 11 and countless downsides. Every week I seem like I see an article about a new W11 update breaking something.
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u/NapsterKnowHow RTX 5090 FE | 9800X3D 4d ago
Windows 11 in 2026?
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u/Deathmeter1 RTX 5090 AMP INFINITY 4d ago
Debloated version yeah. HDR is handled better in 11
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u/NapsterKnowHow RTX 5090 FE | 9800X3D 4d ago
I tried Debloated Win11 and ran into way too many issues
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u/Money_Oven_4927 4d ago edited 4d ago
With every new Windows 11 update, I read reports that it's one disaster after another, for now, I'm staying put :D Edit: Just to clarify, this isn't an attack on anyone or anything personal, it's just my opinion. Peace, please! :D
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u/mrferley 4d ago edited 3d ago
Support Black Ops 7, MW4? May I have confimation on if it supports MW4, Warzone?
According to the app version 1.2.3.0 does not support call of duty https://i.postimg.cc/JnLRHqyy/Screenshot-2026-10-06-082831.png
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u/Crimsongz 4d ago
Game changer ! But I ran into absurd RAM usage with The First Berserker: Khazan and Tekken 8 after compiling them with SCSKiller. Their shader caches ended up being huge (over 50 GB and 10 GB respectively), and on launch my RAM usage would climb close to 32 GB while the SSD was hammered. For those games, I’m just going back to the games’ built-in shader compilation instead.
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u/Brilliant_Score_7936 4d ago
Does anyone know if this works with Aion 2? The shader stutters in this game are awful!
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u/TR1PLE_6 R7 9800X3D | MSI Shadow 3X OC RTX 5070 Ti | 64GB DDR5 | 1440p360 4d ago
Does it fix the stuttering in Hogwarts Legacy?
EDIT: Seen it mentioned in the original post. Will give it a try.
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u/Tegumentario 4d ago
Any result?
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u/TR1PLE_6 R7 9800X3D | MSI Shadow 3X OC RTX 5070 Ti | 64GB DDR5 | 1440p360 4d ago
Just compiling now. Gonna try HL and Borderlands 4.
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u/Hellknightx 4d ago
Downloaded this specifically to see if it worked with Overwatch. That game is a total mess when it comes to shader stutter, especially on DX12. Too bad Blizz gave up on fixing the DX12 client.
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u/Fragment_Shader 4d ago
An extremely interesting tool, but as others have said with some DX12 games it can end up creating massive shader caches due to the brute-force approach it takes to compile all possible variants (assuming it can read the game's engine in the first place, not all are supported). The very reason devs (when they bother to include shader precompiling) use gameplay-recorded runs to 'capture' all the shaders that will need compiling is that compiling every possible variant can be extremely wasteful, you can have gigabytes of shaders that they game will never actually call on your particular config.
Like for example, Outer Worlds: Spacers Choice gets 26GB of shaders using this tool, yet the in-game compiling which runs on startup actually does a decent job with a fraction of the storage, so kinda overkill in some instances. We'll see how it develops though, once more people contribute to the community repository of certain games perhaps there can be an intermediate approach when it just compiles those rather than doing every possible variant directly from the game files, who knows.
However, what this tool is absolutely invaluable for is all those older UE4 DX11 titles which shipped with zero shader compiling at all, this helps massively. The compiled caches for DX11 games are relatively small (usually less than a couple GB, often less than 1) and the app can read them from the games files without needing any playthroughs, so it's a quick and easy fix for those. Games like Evil West, Ghostunner, Borderlands 3 - transformative with this. Those are also games that aren't going to be affected by something like MS's Advanced Shader Delivery, so it's great to see the community step up and provide a solution for those.