NVIDIA Shader Cache Size and SCSKiller solve different parts of the same problem. The NVIDIA Control Panel setting determines how much disk space the graphics driver may use to retain compiled shaders. SCSKiller is a separate Windows utility that attempts to compile supported games’ pipelines before you play, placing the results in that driver cache. Increasing the cache limit does not start a precompilation session, and SCSKiller does not replace the cache setting.
Use the NVIDIA setting to prevent useful compiled shaders from being evicted. Consider SCSKiller when a supported DirectX game produces shader-compilation hitches and you want to build as many pipelines as possible while the game is closed. Neither tool removes traversal, asset-streaming or every other kind of stutter.
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The short answer
The two names refer to different layers:
- NVIDIA Shader Cache Size is a storage limit. The driver saves compiled shader programs so later runs of the same game can reuse them instead of compiling them again. NVIDIA documents the setting in its Manage 3D Settings reference.
- SCSKiller is a precompilation workflow. It scans supported installations, plans pipelines and tries to compile them into the NVIDIA or AMD driver cache before gameplay. Its project documentation and examples are at scskiller.com.
They can be used together: SCSKiller writes to the same driver-managed cache that the game reads. A larger cache gives those compiled results somewhere to remain; it does not make unsupported games compatible or guarantee that every shader will be found.
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| Question | NVIDIA Shader Cache Size | SCSKiller |
|---|---|---|
| Primary job | Set the maximum disk space for stored shader compiles. | Attempt to compile supported game pipelines ahead of play. |
| What you do | Choose a size in NVIDIA Control Panel. | Scan games, queue a title and compile it while the game is closed. |
| Main benefit | Reuse compiled shaders on later runs and reduce repeat compilation. | Move some compilation work out of active gameplay. |
| What it cannot do | It does not create a dedicated precompile pass. | It does not fix traversal or streaming stutter, and missed shaders can still compile in game. |
| After a driver installation | NVIDIA says the cache is deleted, so the first run can stutter again. | The project says it detects driver updates and compiles again. |
What the NVIDIA shader cache actually does
Compiled shaders are stored for reuse
A modern game sends shader code to the graphics driver. The driver compiles that code for the specific GPU and driver combination. Compilation can consume enough CPU or GPU time to produce a visible pause, especially when a new effect appears during play. NVIDIA describes the cache as storing those compiled shaders so subsequent runs of the same game do not need to perform the compilation again.
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The cache is not a second graphics-memory pool and it is not a frame-rate setting. It is files on disk managed by the driver. The Shader Cache Size control limits how much disk space that collection may occupy.
Available capacity choices
NVIDIA’s current Control Panel reference lists these choices, although labels can change in a later driver release:
| Control Panel choice | Meaning | Practical implication |
|---|---|---|
| Disabled | No driver shader cache. | Compiles are not retained for reuse. |
| 128 MB | Maximum cache size. | Small libraries can be evicted quickly. |
| 256 MB | Maximum cache size. | More room than 128 MB, still restrictive for several large games. |
| 512 MB | Maximum cache size. | Suitable only when the normal game set fits comfortably. |
| 1 GB | Maximum cache size. | Provides additional retention without using a multi-gigabyte allowance. |
| 5 GB | Maximum cache size. | Useful for a broader installed library. |
| 10 GB | Maximum cache size. | More headroom for multiple large titles. |
| 100 GB | Maximum cache size. | Allows a very large cache, subject to available disk space. |
| Unlimited | No stated driver cap. | Disk consumption is bounded by available space and the cache’s own contents, not by a fixed quota. |
Choose a limit that accommodates the games you normally play while staying below the free space on the drive. A limit that is too small can evict shaders that are still useful; after eviction, the game may compile them again and hitch. A larger limit does not make a shader compile faster and does not force a game to generate every possible pipeline.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesDriver updates invalidate the cache
NVIDIA states that installing a new driver deletes the cache and that the first run of a game after the installation may stutter while shaders are rebuilt. Treat this as expected cache invalidation, not proof that the size setting failed. If you use SCSKiller, its project says it detects driver updates and can run the compilation process again, but the cache must still be repopulated for the new driver.
What SCSKiller does
Its workflow is precompilation, not cache management
SCSKiller looks for supported games, determines which pipelines it can obtain, and compiles them while the game is closed. The resulting data goes into the graphics driver’s cache. When the game later requests one of those shaders, the driver can reuse the compiled result instead of doing that work during a live scene.
The normal sequence is:
- Install SCSKiller from the project’s official GitHub Releases. The project identifies the repository at github.com/BlueHeisenberg/SCSKiller as the official source.
- Let it scan the game libraries it supports, or add a game manually when automatic discovery does not find it.
- Select a title and allow SCSKiller to plan the pipelines it can record.
- Close the game and start the compile operation. Do not launch the same title while this step is running.
- After compilation completes, start the game normally. Any shader that was successfully recorded can now be served from the driver cache.
The utility is therefore useful when the problem is a hitch caused by shader compilation during play. It is not a universal “stutter remover,” and it does not increase the game’s rendering performance by changing clocks, resolution or graphics quality.
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Supported APIs, GPUs and launchers
The project README describes support for DirectX 12 games on NVIDIA and AMD GPUs, plus DirectX 11 games on NVIDIA. Compatibility is version-sensitive: a game, driver or launcher update can change whether discovery or recording works. Named library integrations include Steam, Epic Games, the EA app, GOG, Ubisoft Connect, Xbox PC, Battle.net, PURPLE, HoYoPlay and Gaijin. Manual game addition is available when a supported installation is not detected automatically.
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Outbyte PC Repair FREERepair Windows errors before they cause bigger problemsFix Now →Outbyte Driver Updater FREEFix the driver behind crashes, sound loss and screen glitchesFind Drivers →| Game/API situation | What the project documentation indicates |
|---|---|
| DirectX 12 on NVIDIA | Supported scope listed by the README. |
| DirectX 12 on AMD | Supported scope listed by the README. |
| DirectX 11 on NVIDIA | Supported scope listed by the README. |
| DirectX 11 on AMD | Not listed in the stated scope; do not assume support. |
| Other graphics APIs | Not established by the project’s stated support list. |
NVIDIA Shader Cache Size vs. SCSKiller: detailed comparison
| Comparison point | NVIDIA Shader Cache Size | SCSKiller |
|---|---|---|
| Layer | Graphics-driver configuration. | Separate Windows application that uses the driver cache. |
| Purpose | Retain compiled shaders for later reuse. | Compile discoverable pipelines before gameplay. |
| Setup effort | One Control Panel selection. | Install, scan, plan, compile and occasionally repeat. |
| Disk-space effect | Sets the maximum cache allowance. | Consumes space inside that allowance as it adds compiled results. |
| Game coverage | Applies to games that use the NVIDIA driver cache. | Limited to the APIs, GPUs and titles the project can support and record. |
| Driver-update behavior | NVIDIA says a new driver installation deletes the cache. | The project says it detects updates and compiles again. |
| Stutter addressed | Repeat shader compilation after a result has been cached. | Shader-compilation work that can be performed ahead of play. |
| Stutter not addressed | It does not prevent traversal, streaming or unrelated CPU/GPU stalls. | README explicitly limits it to shader-compilation stutter; unrecorded shaders can still compile in game. |
| Performance expectation | Less repeated compilation, not a guaranteed FPS increase. | Potentially smoother frame times where the recorded pipelines cover the hitching shaders; no guaranteed average-FPS gain. |
When should you change the NVIDIA cache size?
Increase the limit when the cache is being pressured
A larger limit is sensible if you routinely play many large games, have ample free space, and observe recurring shader compilation after returning to a title. It is also reasonable before using SCSKiller on several games, because its output must fit in the same driver cache. NVIDIA’s guidance is to choose a limit adequate for normal games without exceeding available disk capacity.
Keep a smaller limit when storage is constrained
If the drive is nearly full, do not select a high or unlimited allowance merely because it is available in the menu. The cache competes with games, saves, Windows and other applications for disk space. A smaller setting can be appropriate for a compact library; the trade-off is more frequent eviction and possible recompilation.
How to change it
- Open NVIDIA Control Panel.
- Select Manage 3D settings in the left navigation.
- On the Global Settings tab, locate Shader Cache Size.
- Choose the capacity that fits your normal library and free space.
- Select Apply.
The exact menu wording can change between driver versions, so check the current NVIDIA reference page if your panel does not match these labels.
How to use SCSKiller safely
Prepare the system
- Install the current graphics driver you intend to use before compiling. A later driver installation can delete the cache and require another pass.
- Confirm that the game uses a listed DirectX and GPU combination.
- Close the game and any launcher process that may start it automatically during compilation.
- Make sure the cache-size setting leaves enough disk headroom for the games you plan to process.
Download and verify the program
The README says official downloads are provided through GitHub Releases. It also says releases are not code-signed and may trigger Windows SmartScreen; Windows 11 Smart App Control can block unsigned applications. Read the release notes and compare the published SHA-256 value with the file you downloaded before running it. Verify this security information against the current README because release policies can change.
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Scan, plan and compile
- Open SCSKiller and run its game scan.
- Review the detected path and title. Add the game manually if the supported installation is missing from the list.
- Queue the game and start pipeline planning.
- Begin compilation only after the game is closed. Leave the computer powered and avoid changing the graphics driver during the run.
- Launch the game after the utility reports completion, then check whether the previously observed shader hitches are reduced.
Compilation time is not fixed. The project reports about five minutes per game in its own description, but says results vary with the game, GPU and driver. Treat that as a developer estimate, not a benchmark or guarantee.
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Anti-cheat games need extra caution
SCSKiller says it leaves anti-cheat games alone beyond reading their files and does not use its optional recorder for those games. Do not enable the recorder for an anti-cheat title. If a game’s competitive-service rules are unclear, leave recording disabled and consult the game’s current support guidance.
Does SCSKiller increase FPS?
There is no basis to promise a higher average frame rate. The intended benefit is fewer long frame-time spikes from shader compilation. A game can show the same average FPS while feeling smoother because fewer frames take tens or hundreds of milliseconds.
SCSKiller’s website gives examples measured by the project team on an NVIDIA RTX 5090. The project says each comparison involved about five minutes of play; these are developer measurements, not independent testing.
| Game and condition | Cold-cache result | After SCSKiller compilation | Reported worst stall |
|---|---|---|---|
| Final Fantasy VII Rebirth | 19 shader stutters of at least 20 ms | 0 reported shader stutters of at least 20 ms | 76 ms versus 5 ms |
| Silent Hill: Townfall | 24 shader stutters of at least 20 ms | 0 reported shader stutters of at least 20 ms | 347 ms versus 8 ms |
| Hogwarts Legacy | 1,014 shader stutters of at least 20 ms | 87 reported shader stutters of at least 20 ms | 2,400 ms versus 100 ms |
These figures show why coverage matters: even after compilation, Hogwarts Legacy still had recorded stutters in the project’s example. They should be read as illustrative developer results, not a prediction for your GPU, driver or game build.
What neither tool fixes
Traversal stutter
Traversal stutter occurs when moving through a world causes the engine to prepare or stream data associated with a new area. SCSKiller’s README explicitly excludes this category. A completed shader cache cannot supply missing geometry, textures or world data.
Streaming and asset-loading stalls
Slow storage, CPU decompression, memory pressure and engine scheduling can interrupt frame delivery even when shaders are already compiled. Changing the cache size will not repair those causes.
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Shaders that were not found or recorded
SCSKiller states that a shader it could not find or record can still compile during play. Dynamic effects, unusual paths, patches and content that was not encountered by the recorder can therefore produce residual hitches.
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Driver or game changes
A new NVIDIA driver deletes the cache according to NVIDIA. A game update, launcher change or altered shader path can also make a previous compilation pass less complete, so a formerly smooth title may need another pass when the project supports it.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Best combined workflow
- Set Shader Cache Size to a value that fits the games you actually play and the free space on the cache drive.
- Install the graphics driver you plan to keep for the session.
- Use SCSKiller only for a supported DirectX and GPU combination where shader-compilation hitches are a demonstrated problem.
- Compile with the game closed, and do not use the optional recorder for anti-cheat games.
- Play normally and distinguish shader hitches from traversal or streaming stalls before changing settings again.
- After a driver installation, expect the cache to be empty and repeat supported precompilation if the game benefits from it.
This sequence gives the driver enough room to retain SCSKiller’s output while keeping expectations realistic: the tools target compilation work, not every source of uneven frame delivery.
Privacy, network activity and security considerations
Unsigned releases
The SCSKiller README’s current caveat says releases are not code-signed, which can produce SmartScreen warnings, and that Windows 11 Smart App Control blocks unsigned apps. Use only the project’s official GitHub Releases, verify the SHA-256 listed in the release notes, and do not bypass a warning for an unverified copy.
Routine network behavior
The project’s privacy policy, updated October 2, 2026, describes routine downloads of public lists and an anonymous daily activity check. The policy says the daily check can be disabled.
Optional uploads
Uploads are described as opt-in. If enabled, they can reveal a game’s build, GPU vendor, approximate gameplay coverage and middleware DLL names. Frame times remain local according to the policy. Review those settings before enabling any sharing, especially on a machine used for work or testing confidential builds.
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Troubleshooting decision guide
The game still hitches after increasing the cache size
Increasing capacity only prevents eviction; it does not precompile missing shaders. Check whether the hitch is traversal or streaming related, then determine whether the game and API are supported by SCSKiller. If the driver was recently reinstalled, NVIDIA’s documented cache deletion explains why the first run can still compile.
SCSKiller cannot find the game
Confirm that the launcher and API are within the project’s stated scope. Use manual game addition when the installation is supported but automatic scanning missed its path. A title outside the listed combinations should not be forced through the recorder.
Windows blocks the download
Do not disable protections blindly. Confirm that the file came from the official GitHub Releases, compare its SHA-256 with the release note, and account for the project’s unsigned-release warning. Windows 11 Smart App Control may intentionally block it.
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Leave SCSKiller’s optional recorder disabled for anti-cheat games. The project says it reads files for those titles but does not record them; that boundary is the safer operating choice.
Bottom line
Set NVIDIA Shader Cache Size to manage retention and avoid evicting useful compiled shaders. Use SCSKiller only when a supported game’s shader-compilation stutter justifies a precompilation pass. The two tools complement each other, but neither promises higher FPS or eliminates stutter caused by traversal, streaming, unsupported paths or shaders that were never recorded.
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