diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 6afe6c1e1..9692b8e94 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -180,11 +180,9 @@ Device::Device() {
         LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
         shader_backend = Settings::ShaderBackend::GLSL;
     }
-    // Completely disable async shaders for now, as it causes graphical glitches
-    use_asynchronous_shaders = false;
     // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
-    // use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
-    //                            !(is_amd || (is_intel && !is_linux));
+    use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
+                               !(is_amd || (is_intel && !is_linux));
     use_driver_cache = is_nvidia;
 
     LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
index 2ce8b4156..57b163247 100644
--- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
@@ -271,7 +271,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
       device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
       update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
       buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_},
-      use_asynchronous_shaders{false},
+      use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
       workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
       serialization_thread(1, "yuzu:PipelineSerialization") {
     const auto& float_control{device.FloatControlProperties()};