StutterShield, Prewarm your game


Scan your project and pre-warm shaders, materials, and passes with off-screen Forward & Deferred cameras. Kill first-use stutter on DX12, smooth spikes on DX11.


by RevolvingGearStudios


Price History +

Eliminate first-use stutter in the Built-in Render Pipeline.

StutterShield scans only the assets you actually ship and pre-warms them behind your splash or menu, so gameplay runs smoothly from the very first frame.

Key Features

  • Smart scanning – Collects materials from active Build Profile scenes and user-selected prefab folders.
  • Broad material coverage – Supports Renderer.sharedMaterials, ParticleSystemRenderer, LineRenderer, TrailRenderer, and optional Unity UI (TextMeshPro skipped by default).
  • Dual-path warmup – Off-screen Forward and Deferred cameras ensure both menus and gameplay are primed.
  • Pass pre-rolls – Seeds G-Buffers, depth/normal, motion vectors, and shadow maps before play.
  • Runtime control – Adjustable materials-per-frame, progress UI hooks, and completion event for gating scene loads.
  • Optional preview – Show a visible warmup on a chosen renderer or keep it hidden off-screen.
  • Safe & clean – Skips nulls, avoids build bloat, and cleans up all temporary cameras, lights, and render textures.

Platform Benefits

  • DirectX 12 (DX12) – Eliminates shader PSO (Pipeline State Object) compilation hitches by priming all used variants before gameplay.
  • DirectX 11 (DX11) – Reduces first-use spikes from material/texture binding, shadowmap allocation, and other heavy passes.
  • Steam Deck / Proton – Gains the DX12 benefits automatically when running through Proton.