Flappy Pannus
Veteran
Only *game* updates matter to the IHV shader caches, not *driver* updates, since they are the ones that control the driver invalidation in the first place. Game updates can invalidate shader hashes (if those shaders are touched), but it's not always the case.
I would be surprised if the IHVs didn't harvest the hashes of shaders encountered both in their own benchmarking/test runs but also potentially in the wild (you agree to a lot of stuff with GFE in particular...),
Not quite sure what you're saying here - are you suggesting Nvidia might be harvesting shader hashes from users playing the games locally through GFE for this purpose? I guess it's possible, sure. However as you mentioned with their own necessary benchmarking/testing for the game creating usable caches before releasing it on Geforce Now in the first place, and the fact that a cache created from a single player on the service could be shared amongst thousands of instances. I'd assume that's more likely than pulling data from outside clients with unknown levels of trust.
As you said, doesn't have to be perfect. Maybe there are indeed instances where some players for some games get some shader stutter that Nvidia's own testing missed, but seeing as such caches could be portable across huge swaths of their infrastructure, the sheer volume of players means that 99% of them probably start playing the game with the vast majority of caches created. So Nvidia might not be 'hooking' into the game in any new fashion to create these caches, it's just a matter of scale.