Why would it need to? The graphics drivers compile the DX/Vulkan api so as to control the hardware. Most used shaders can be cached, BVH, there is already a shader cache that allows faster loading of games. The drivers have knowledge and priorities over what gets cache, extending this further into a more robust cache on the chip addressing the most memory intensive operations seems logical. HBCC analyzes what vram content is needed for a game, keeping what is needed local. We probably had to wait until October anyways to see if this is true but looks like it.Unlike consoles, PC graphics apis don’t have support for explicit cache management. If AMD does go this route they may have to work some driver magic for each game to ensure the right data stays in cache for maximum reuse.