Intel plans to make “shader stutter” a thing of the past with ARC
Precompiled Shader Distribution is coming to Intel Graphics Software
Intel is planning to tackle one of PC gaming’s biggest challenges: shader compilation stutter. Using its Intel Graphics Software utility, Intel now plans to precompile and distribute game shaders. These optimised shaders will reduce initial game launch times, decrease stuttering, and provide PC gamers with a better gaming experience.
When gamers don’t have precompiled shaders, two things can happen. The first is that early load times are slowed, with shader compilation being masked by loading screens. Alternatively, shaders can be compiled when they are first used, resulting in momentary stutters and pauses in-game. This stutter is jarring and ruins the smoothness of games. Once shaders are compiled, they don’t need to be compiled again. However, game updates and GPU driver updates may necessitate the compilation of new shaders.
Intel plans to compile shaders in the cloud and distribute them to gamers. These shaders will be updated and redistributed as games are updated and drivers change. This ensures that PC gamers have a smoother experience and shorter loading times.
This concept is similar to Microsoft’s “Advanced Shader Delivery” system. In a sense, it is more or less the same thing. In this case, Intel distributes the shaders through its drivers, not Microsoft.
If Intel’s system works as intended, ARC graphics products will benefit from fewer stutters and faster loading times. This is hugely beneficial to gamers. However, it remains to be seen how effective this system will be in practice. How quickly will new shaders become available after driver/game updates? Furthermore, how large will Intel’s library of shaders be? Will it cover all games?
You can join the discussion on Intel’s Precompiled Shader Distribution system on the OC3D Forums.

