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Tech Business News > Gaming > Microsoft’s PC Shader Stutter Fix May Take Years to Reach Users
Gaming

Microsoft’s PC Shader Stutter Fix May Take Years to Reach Users

Microsoft’s long-awaited fix for persistent PC shader stutter could take several years to reach users, as the company begins its rollout of Advanced Shader Delivery technology, initially targeting ASUS ROG Xbox Ally handhelds before expanding to a wider range of devices.

Matthew Giannelis
Last updated: September 28, 2025 7:43 pm
Matthew Giannelis
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Microsoft has finally acknowledged what PC gamers have been screaming about for years: shader compilation is ruining modern gaming.

Contents
The Epidemic That Developers IgnoredMicrosoft’s Long-Overdue Wake-Up CallThe Depressing Reality of Industry AdoptionThe Uncomfortable Truth About Developer PrioritiesThe Long Road to Relief

The company’s new Advanced Shader Delivery system launches for ASUS ROG Xbox Ally handhelds and select Xbox app titles, representing the first—and frankly, overdue—major industry effort to fix what has become gaming’s most maddening technical plague.

The Epidemic That Developers Ignored

Let’s be brutally honest: shader compilation has transformed PC gaming from an instant gratification medium into an exercise in patience that would test a monk.

Industry analysis confirms shader compilation is “probably the most common” cause of stuttering in modern titles, yet developers have largely shrugged their shoulders at the crisis.

Recent AAA disasters exemplify the problem’s absurd severity. Hogwarts Legacy—a $70 premium release—literally held players hostage with mandatory shader compilation before they could even see the main menu.

Other big-budget titles either force gamers through torturous two-hour loading screens on older hardware or, even worse, skip compilation entirely and deliver jarring performance stutters mid-gameplay.

The gaming community has watched this “ongoing epidemic” unfold as “a lot of developers simply do not include the shader precompile step prior to the game running”, instead choosing to “load the shaders on the fly, usually without async.”

Microsoft’s Long-Overdue Wake-Up Call

Advanced Shader Delivery works by pre-compiling shaders in Microsoft’s cloud infrastructure and bundling them with game downloads—a concept so obvious it’s shocking nobody implemented it sooner.

The system eliminates local compilation entirely, potentially ending both the interminable loading screens and mid-game performance disasters that have plagued modern releases.

But here’s the catch that reveals the industry’s fundamental laziness: the complexity stems from PC hardware diversity.

Unlike consoles with their neat, standardised configurations, PC gaming spans thousands of graphics card, driver, and CPU combinations.

Microsoft’s system must generate separate shader versions for each configuration—a massive undertaking that exposes how little effort developers have put into solving this problem themselves.

Microsoft is testing on ASUS ROG Xbox Ally handhelds first because these devices have only two hardware configurations. It’s a smart move that highlights just how manageable this problem could have been if anyone had bothered to care earlier.

The Depressing Reality of Industry Adoption

Here’s where optimism goes to die: Microsoft has integrated Advanced Shader Delivery into its Agility SDK, but if history is any guide, widespread adoption will crawl along at a pace that would embarrass a glacier.

Exhibit A: DirectStorage, Microsoft’s game loading acceleration technology that launched three years ago with tremendous fanfare.

Only “four games have shipped with DirectStorage support: Forspoken, Ratchet and Clank: Rift Apart, Horizon Forbidden West, and Forza Motorsport” as of 2024. That’s it. Four games in three years, despite the technology being readily available and dramatically improving performance.

The adoption has been so “slow-moving” with “limited number of games support it fully” that it’s become a running joke in gaming circles.

Meanwhile, Steam released “18,825 new games in 2024, beating its previous record of 14,311 last year”—highlighting just how many titles continue to launch without basic performance optimizations.

The Uncomfortable Truth About Developer Priorities

Why does adoption move so slowly? Because development houses often fail to give “PC versions of their games enough QA testing” regarding stuttering issues, as “this costs money”.

There it is—the uncomfortable truth that performance optimisation takes a backseat to release schedules and profit margins.

Hardware evolved faster than development practices, leaving gamers to suffer the consequences.

Industry experts note that “bottlenecks have moved, so shader compilation used to get done while other things bottlenecked things, but since those other things are done faster now it’s the shader compilation that ends up as the bottleneck.”

The Long Road to Relief

Microsoft’s Advanced Shader Delivery represents genuine hope for ending one of PC gaming’s most persistent frustrations. The technology is sound, the implementation is clever, and the potential impact is enormous.

But let’s manage expectations based on cold, hard reality. If DirectStorage’s glacial adoption timeline is any indication—and Microsoft’s own track record suggests it is—widespread availability across major platforms like Steam could require three to five years minimum.

The technology’s initial rollout through Microsoft’s controlled Xbox ecosystem provides valuable real-world testing, but the ultimate success hinges on whether major gaming platforms will prioritize user experience over maintaining the status quo.

For now, PC gamers can celebrate that someone finally acknowledged their pain. Whether that acknowledgment translates into actual relief remains frustratingly uncertain.

ByMatthew Giannelis
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Secondary editor and executive officer at Tech Business News. An IT support engineer for 20 years he's also an advocate for cyber security and anti-spam laws.
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