Nvidia Driver 621.01 Brings Precompiled Shader Delivery to GeForce GPUs

Nvidia has released GPU driver version 621.01, which enables Microsoft's Advanced Shader Delivery (ASD) on GeForce hardware. The feature is designed to shorten game launch times by moving shader work off the player's machine.
Shaders are small programs that tell a GPU how to draw surfaces, lighting and effects. Before a game can use one, the driver must compile it into machine code for the specific chip. That compilation normally happens on the player's PC while the game runs, which is why a first visit to a new area can stutter.
The mechanism splits the work between cloud and client. Developers using DirectX 12, Windows 11 and the Microsoft Agility SDK capture shaders into a State Object Database (SODB), a record of the pipeline states a game needs. Microsoft's cloud network then uses that database to precompile shaders for hundreds of thousands of hardware and driver combinations, and the precompiled shaders ship with the game download. According to The Verge, the result is the removal of mid-game just-in-time shader compilation, which reduces stuttering and CPU spikes. Microsoft's DirectX developer blog has put the load-time reduction at up to 90 percent, a figure tied to the feature's expanded public preview with AMD in May.
Because ASD is storefront-agnostic, a game bought on Steam can use it, provided the Xbox PC app is installed on the PC. Gears of War: E-Day and Call of Duty: Modern Warfare 4 support the feature when downloaded through that app. Microsoft's DirectX blog had announced in early October that ASD was available for Gears of War: E-Day and coming soon across Windows 11.
Nvidia says ASD achieves a near-100 percent cache hit rate on its GPUs. A cache hit means the driver found a ready-made result and did not have to build it again. Microsoft's documentation states that compiled shaders can be cached for later runs until a driver update invalidates the cache, so the cache must be rebuilt after each driver change. The hit rate Nvidia cites therefore applies within a single driver version, not across driver releases.
The feature is not limited to Nvidia. AMD GPUs are supported with Adrenalin 26.6.1 or higher. Qualcomm's Snapdragon X2 series is supported with graphics driver version 2026.08.3 or higher. Microsoft's DirectX blog had earlier noted, in a March post, that Intel said it was pleased to support ASD.
Nvidia's GeForce newsroom, in a separate item dated October 13, announced that RTX Spark launches on October 16, 2026 with hundreds of top games. Titles listed for the platform include Cyberpunk 2077, Fortnite, Hogwarts Legacy, Marvel Rivals, NBA 2K27, World of Warcraft and Gears of War: E-Day.
In my view, the more interesting question is where the compilation cost goes. Shader compilation has always been paid by the player's CPU and GPU at the moment a scene first needs a pipeline state. ASD moves much of that work to a build farm that Microsoft operates, keyed to a catalogue of hardware and driver combinations. That is a practical gain for anyone who has waited through a first-run stutter. It also means the quality of a game's first-run experience depends more on upstream cloud infrastructure, and on developers capturing their SODB data correctly.
The broader context here is driver cadence. If each driver release invalidates the cache, the benefit has to be earned again with every update, and the rebuild cost falls on the cloud side rather than on the player. Whether that trade holds across the coming driver cycles is a question the current announcements do not answer. The launch of 621.01 does, however, put precompiled shader delivery on mainstream GeForce hardware, alongside AMD and Qualcomm, in a shipping driver.


