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.