


Shader compilation is something that the CPU does on the fly in real time, and depending on how many threads are available for that function and how fast the CPU is, can make a huge difference in a player's overall experience. Probably to reduce CPU cycles and make it so that lower spec machines can run the game properly. While Gears 5 originally had no problem running without shader cache turned on, but the developer changed something in how the game is programmed and now it runs like crap if shader cache is disabled. Plus I've never really known it to have a significant impact on performance generally speaking.īut now it seems that games are actually being designed with shader caches in mind. The setting is typically turned on by default globally, but I've always disabled it because I didn't want any unnecessary writes to my SSD.
#Anomaly 2 steam stuttering driver#
I merely turned shader cache on in the NVidia driver control panel! Doing this fixed every problem I had with the game's performance. What fixed it in the end was something so simple, you could not believe. I tried reinstalling Windows 10, different drivers, disabling control flow guard, different SSD, different antivirus all to no avail. This is a far cry from how it ran originally when it launched, and I've been tearing my hair out trying to figure out why this has happened. Gears 5 would run absolutely horribly on my rig, with lots of lag and hitching and stuttering. While I had no problems with Gears 5 when it launched (it ran beautifully), the last few patches have left the game with serious performance issues on my rig. The former being DX11 and the latter being DX12. The past few months have seen two major UE4 titles come to PC, Jedi Fallen Order and Gears 5. I used to think it was due to the asset streaming efficiency of the engine, but now I know that isn't the case at least most of the time. As many of you know, UE4 games are well known for having a stuttering problem.
