A sci-fi wasteland scene pairs glowing graphics and graphics cards with a lone armored figure and futuristic PC.
Gears of War: E-Day has a lot riding on its PC version. It is the first new mainline Gears game in years, it runs on Unreal Engine 5, and Microsoft is using it to show off its plan to fix shader compilation stutter, one of the most common complaints in PC gaming. Digital Foundry attended a preview event with The Coalition, Nvidia and Microsoft's DirectX team. The list of PC technology it came back with is long: Unreal Engine MegaLights, Nvidia RTX Mega Geometry, DLSS 4.5, FSR 4, a "ludicrous" preset above Ultra, and Advanced Shader Delivery (ASD) as Microsoft's lead example.

Launch reports add an important condition to the headline promise. ASD is live, but not yet for everyone.

Where things stand right now​

Microsoft's dates are as follows:

  • October 1: Premium Edition early access starts. Premium owners get up to five days of early play.
  • October 6: General launch on Xbox Series X|S, Xbox on PC and Steam. The game is included with Game Pass Ultimate and PC Game Pass from day one.
  • Engine and API: Unreal Engine 5 on DirectX 12, according to Microsoft's July Xbox Wire post from The Coalition and Nvidia.

Thurrott noted that the game is launching in early access today on Xbox and PC, and it's the first new mainline Gears game since the release of Gears 5 back in 2019.

The most important detail for PC players is not in the preview material. Thurrott reports that ASD is already enabled for PC gamers with AMD GPUs, but support for Nvidia GPUs will come soon via new ASD-compatible drivers. WindowsForum's launch coverage, citing The Coalition, says the same: at launch it works on AMD hardware only, with NVIDIA support due later in October.

That is awkward, because Nvidia is the game's exclusive PC partner. For the first part of launch, GeForce owners may not get the stutter fix that Digital Foundry's headline describes.

Section summary: Early access is live today and general launch is October 6. ASD currently works on AMD GPUs only, with Nvidia support expected later this month through a driver update.

Advanced Shader Delivery: how it works​

Some background on the problem. DirectX 12 games bundle shaders and pipeline state into Pipeline State Objects (PSOs), which have to be compiled for your specific GPU and driver. Games either do this on a long loading screen or do it during play, which causes the hitches you notice when entering a new area or seeing a new effect for the first time. Unreal Engine 5 games are especially known for this.

Microsoft's DirectX Developer Blog announced ASD alongside Agility SDK 1.618 in September 2025. It works like this:

  • During development, studios capture a State Object Database (SODB). This is a standardised SQLite file listing the game's shaders and how they combine into PSOs and ray-tracing state objects.
  • GPU vendors supply offline compiler plugins. These turn the SODB into a Precompiled Shader Database (PSDB) for a target GPU without needing that hardware present.
  • The storefront delivers the PSDB with the game and registers it with Windows. The graphics driver's existing shader cache then gets an extra source. If every shader the game needs is in the PSDB, the first launch can reach a 100% cache hit rate.

Microsoft also said that when players download games or install a new driver, Xbox will update the precompiled shaders. It positioned the feature as part of Windows 11 and DirectX that any storefront could eventually adopt.

What Digital Foundry adds for E-Day​

According to Digital Foundry's briefing, E-Day's implementation:

  • detects your GPU and driver combination at install and downloads precompiled PSOs from Microsoft's cloud compilation pipeline;
  • cuts the first launch to a validation pass of about 15 to 20 seconds, which builds in-memory representations without compiling anything locally;
  • triggers automatic cloud recompilation when you update your GPU driver, so new PSOs arrive with the new driver;
  • runs through Windows Gaming Services and is designed to work in both the Xbox PC app and Steam.

Treat the Steam claim with caution. Microsoft's July Xbox Wire post said ASD will be available across supported PC storefronts, including the Microsoft Store and XBOX PC app, with broader hardware and storefront support expanding over time. Neither Microsoft nor Valve has publicly confirmed Steam support. Digital Foundry describes what ASD is designed to do, not a promise of launch-day support on every storefront and GPU.

Early hands-on reports are encouraging. Inven Global's review said Gears E-Day applies Advanced Shader Delivery (ASD) technology to dramatically reduce this wait down to mere seconds.

Section summary: ASD downloads shaders already compiled for your GPU and driver, and E-Day is its biggest test so far. Only AMD GPUs are supported today, Nvidia support is coming, and Steam support is reported but not officially confirmed.

Scalability: from Series S targets to "ludicrous"​

According to Digital Foundry, E-Day uses a set of fixed presets that auto-detect your hardware:

PresetReported console equivalent / target
Low → UltraRanges from Xbox Series S performance targets up to Xbox Series X quality mode
LudicrousUncapped tier for enthusiast GPUs such as the RTX 5090, with maximum scene detail, light counts and ray-tracing ranges

Ray-tracing hardware is required at the low end too. In earlier WindowsForum coverage of the official launch specifications, Microsoft's sheet specifies 6GB of VRAM, 12GB of system memory, and 115GB of SSD space for a Medium-preset 1080p, 60-fps target. That fits Digital Foundry's report that the game scales down to 6GB and 8GB cards on lower presets.

The graphics menu reportedly helps you avoid mistakes. It shows live resource indicators and warns you when a setting risks using too much VRAM or hitting CPU limits. You can reset to the auto-detected defaults at any time. For anyone who has tried to diagnose an out-of-memory crash on a mid-range card, that is useful.

Section summary: The presets are tied to console targets, the minimum specification calls for a ray-tracing-capable 6GB GPU, and a top "ludicrous" tier is there for RTX 5090 owners.

MegaLights, Mega Geometry and the missing Ray Reconstruction​

MegaLights​

Digital Foundry describes Unreal's MegaLights as the core of E-Day's lighting. It is a stochastic direct-lighting system: for each pixel it samples the most important light sources, then smooths the result over time. That lets the game use hundreds or thousands of dynamic shadow-casting lights at a fraction of the cost of path tracing. MegaLights replaces Virtual Shadow Maps (VSMs) for most lights. Higher PC settings switch sun shadows back to VSMs, which look better but cost more.

RTX Mega Geometry​

Nanite renders very detailed geometry, but ray tracing usually works against simpler proxy meshes. As a result, reflections and contact shadows can lose detail that you can see in the main image. Digital Foundry says E-Day addresses this with RTX Mega Geometry, which works within DXR 2.0. It builds clustered bottom-level acceleration structures (CBLAS) directly from Nanite clusters, so ray-traced lighting, reflections and shadows use the same geometry you see on screen. The examples given include thin foliage, barbed wire and shopping carts.

Digital Foundry's reported costs:

  • 12GB of VRAM minimum to enable it
  • About 1–2GB of dedicated VRAM for the cluster acceleration structures
  • About 7% average frame-rate cost in high-end testing, or roughly 0.25–1.5ms per frame on an RTX 5090 depending on the scene

These are preview figures. Expect real results to vary with your hardware and scenes.

Why there is no Ray Reconstruction​

Hardware-accelerated Lumen handles global illumination and reflections, but The Coalition decided not to support Nvidia's Ray Reconstruction. Digital Foundry reports the reason: Ray Reconstruction is mainly trained on stochastic path-traced input. When the team applied it to the correlated spatial-temporal output of MegaLights and Lumen, they got artifacts, including bright "firefly" speckles. The studio instead uses Epic's own denoisers, which were tuned with The Coalition to handle MegaLights' sampling patterns.

That is a notable choice for a game co-marketed with Nvidia. It suggests the studio prioritised image quality over adding another Nvidia feature to the list.

Section summary: MegaLights allows huge numbers of dynamic lights, and Mega Geometry gives ray tracing full Nanite detail for about 7% performance and 1–2GB of VRAM. Ray Reconstruction was dropped because it caused artifacts with this lighting setup.

Upscaling, frame generation and latency​

Microsoft has confirmed DLSS 4.5 with Dynamic Multi Frame Generation and Super Resolution, plus Nvidia Reflex, AMD FSR, Unreal's TSR and Intel XeSS. Digital Foundry specifies FSR 4 and adds two further claims:

  • Resolution before generated frames: The pipeline lowers internal render resolution to hold a stable base frame rate before it turns on frame generation. This order matters, because frame generation built on a weak base frame rate feels sluggish however smooth it looks.
  • Reflex improvements: The Reflex integration has been improved since the multiplayer beta and reportedly removes a full frame of input latency.

Remember that upscalers and ASD solve different problems. DLSS, FSR, XeSS and TSR improve ongoing frame rates. ASD deals with compilation stutter. Turning on DLSS will not stop shader hitches.

Handhelds, ultrawide and the performance overlay​

  • Handhelds: Digital Foundry says the optimisation work for Series S also helps the Steam Deck and ROG Ally.
  • "Ray tracing rotation": For structures at 45-degree angles, the engine rotates the ray-tracing bounding volume. Without this, axis-aligned bounding boxes grow and make BVH traversal more expensive. Digital Foundry links the problem to Alex Battaglia's "corridor of doom" in Control.
  • Ultrawide: Native 21:9 and 32:9 support, with real-time cutscenes also rendered in ultrawide rather than letterboxed.
  • Diagnostic overlay: Shows frame rate, frame-time graphs, CPU and GPU thread timings, VRAM allocation and which features are active.

What PC players should do​

  • Check your storefront. Microsoft has officially confirmed ASD for the Microsoft Store and Xbox PC app. Steam support is reported by Digital Foundry but has not been confirmed by Microsoft.
  • Nvidia owners: update when the ASD driver arrives. Until then, expect normal shader compilation behaviour. Because the PSOs are tied to your driver version, updating should get you freshly matched shaders.
  • Leave Mega Geometry off on cards under 12GB. Follow the in-game VRAM warnings instead of ignoring them.
  • Use the overlay before blaming the game. Frame-time spikes on a first run, with no matching VRAM pressure, are the kind of stutter ASD is meant to remove.

The verdict so far​

Microsoft is right to start fixing stutter at the platform level, which matters more than any individual setting in the menu. ASD is built into Windows and DirectX, works with drivers from all major GPU vendors, and could be adopted by other storefronts. If it works, it could benefit many games beyond Gears.

For now, the launch situation is mixed. AMD owners get ASD today. Nvidia owners, despite Nvidia being the partner, are waiting on a driver. Steam support has been described but not formally confirmed. Digital Foundry's headline about the end of shader compilation stutter remains a goal rather than something every player can count on yet. The October 6 launch on all storefronts and GPUs will show how close it gets.


Update: Pre-release handheld tests flag Steam Deck performance and stability problems (October 5, 2026)​

Contrary to the preview’s optimistic handheld outlook, pre-release testing reportedly shows substantial Steam Deck limitations. MIXED Reality News’s October 5 report cites TechPowerUp testing in which a Steam Deck LCD managed roughly mid-20s frame rates at the lowest settings with TSR Ultra Performance, with frequent drops below 20 fps and persistent hitches. MIXED also cites Steam Deck HQ’s campaign testing, which reportedly found regular drops below 30 fps and did not recommend playing on the Deck.

According to MIXED’s account of TechPowerUp’s testing, there is no overall ray-tracing-off mode in the graphics menu. That reportedly leaves players without a conventional raster-only fallback, although the optional RTX Mega Geometry feature remains a separate setting.

Windows handheld results were reportedly better at mostly Low settings, but MIXED says TechPowerUp encountered crashes across every tested device and its desktop PC. One MSI Claw 8 reportedly spent about 20 minutes compiling shaders on every launch—a warning that the promised shorter startup experience should not yet be assumed across handheld configurations.

Both reviews used pre-release builds, according to MIXED, so these findings do not establish how the October 6 release will perform. They also do not confirm whether Advanced Shader Delivery was active in the affected configuration.

 

References

  1. Gears of War: E-Day's PC Version Promises New Tech, Huge Scalability and the End of Shader Compilation Stutter - Digital Foundry Digital Foundry 2026-10-01T13:00:00+00:00
  2. Gears of War: E-Day cannot turn ray tracing off, and the Steam Deck cannot keep up - MIXED Reality News MIXED Reality News 2026-10-05T09:33:24+00:00
  3. Gears of War: E-Day Hands-On Impressions: The Chainsaw is Sharper Than Ever thurrott.com