>We have worked with our key hardware partners to separate out the shader compiler from the graphics driver and unite the game data in the SODB with the compiler in the cloud to create a Precompiled Shader Database (PSDB).
>Now, when a game runs for the first time, it will see all the shaders it needs already available in a cache in Windows and can skip doing that compilation step on the gaming device.
>If a device takes a driver update, we will detect that and update the shader cache automatically.
>We’re excited to share that we’re releasing an AgilitySDK in September. This will provide both developers and other gaming storefronts with the initial set of tools and APIs needed to expand this functionality across the industry
Gaming is saved!