Ok, don't know if it is exactly related, who knows with this darn patch, but since I had all the worst parts of that bloody gamebreaking update from a month ago, and now got a visible improvement, I am gonna share all I know.
Spoiler
First of all, that patch broke the game for me. Was running solid 60FPS most maps before it, after it it was rollercoaster frames from 30 to 50 anywhere, anytime.
At first the shaders thing did not work properly, they seem like they were reset at every game start, because I spent two hours Blood Aqueduct farming, and no matter what, the shader bar would go full for one minute everytime I went there after quitting the game. Also did all campaign areas and that did nothing. The game would also not show any skill or mobs at first appearence.
I tried everything known and shared in the forum. Deleted temps folders then moved the shader one on second SSD. No graphical option changed anything in the performance, except DX12 which made it worst. Also all dynamic options stopped working after that patch (and still don't work).
I then played ALL areas in the campaign to rebuild the shaders. Seem to work as the green bar did't show up anymore. Still absolutely terrible performance. No area was getting anything else than an accordeon of 30 to 55 fps. I gave up after wasting about 5-6 hours of shader building.
Then the new league started and it was even worst. Some areas would build shaders and the game went smooth until it was done, then back to horrendous yo-yo fps. When I stopped moving, the game went even even worst going from 20 to 40 fps with the most insane amount of spikes on the CPU.
I am now at Act 9 after 11 hours and you know what, the game is finally smooth. No more spikes. I still have all options to low or off (I'll try and move up those) and I regularly get a small spike when the game gets very intense.
So it seems that the game needs about 15-20 hours to build up the shaders, and then when it seems like no more shader bar appears, it still needs a lot of hours to smooth everything.
To resume, my game needed a termination of all temp folders, then creating/moving them on another SSD, lowering all options, and about 15-20 hours of gameplay to rebuild the shaders. On my Win 10 Pro, I7-4790K 4.0 GHz, GeForce GTX 1080 8.0 Go, 24 Go RAM.
So far so good. But good luck flaming your CPU for 20 hours of the most frustrating and un-enjoyable experience you'll ever have in this game.
Thanks GGG for never addressing this issue and never telling us the amount of work and patience needed to fix this problem that hundreds of players have.
Also I would not say fixed yet, need to map for days first to be sure it's stable.
Ok, don't know if it is exactly related, who knows with this darn patch, but since I had all the worst parts of that bloody gamebreaking update from a month ago, and now got a visible improvement, I am gonna share all I know.
Spoiler
First of all, that patch broke the game for me. Was running solid 60FPS most maps before it, after it it was rollercoaster frames from 30 to 50 anywhere, anytime.
At first the shaders thing did not work properly, they seem like they were reset at every game start, because I spent two hours Blood Aqueduct farming, and no matter what, the shader bar would go full for one minute everytime I went there after quitting the game. Also did all campaign areas and that did nothing. The game would also not show any skill or mobs at first appearence.
I tried everything known and shared in the forum. Deleted temps folders then moved the shader one on second SSD. No graphical option changed anything in the performance, except DX12 which made it worst. Also all dynamic options stopped working after that patch (and still don't work).
I then played ALL areas in the campaign to rebuild the shaders. Seem to work as the green bar did't show up anymore. Still absolutely terrible performance. No area was getting anything else than an accordeon of 30 to 55 fps. I gave up after wasting about 5-6 hours of shader building.
Then the new league started and it was even worst. Some areas would build shaders and the game went smooth until it was done, then back to horrendous yo-yo fps. When I stopped moving, the game went even even worst going from 20 to 40 fps with the most insane amount of spikes on the CPU.
I am now at Act 9 after 11 hours and you know what, the game is finally smooth. No more spikes. I still have all options to low or off (I'll try and move up those) and I regularly get a small spike when the game gets very intense.
So it seems that the game needs about 15-20 hours to build up the shaders, and then when it seems like no more shader bar appears, it still needs a lot of hours to smooth everything.
To resume, my game needed a termination of all temp folders, then creating/moving them on another SSD, lowering all options, and about 15-20 hours of gameplay to rebuild the shaders. On my Win 10 Pro, I7-4790K 4.0 GHz, GeForce GTX 1080 8.0 Go, 24 Go RAM.
So far so good. But good luck flaming your CPU for 20 hours of the most frustrating and un-enjoyable experience you'll ever have in this game.
Thanks GGG for never addressing this issue and never telling us the amount of work and patience needed to fix this problem that hundreds of players have.
Also I would not say fixed yet, need to map for days first to be sure it's stable.
Cheers, good luck
but the shader only builds when i go to town, that's the reason everytime i go to town it takes 2 mins...
I am not trying to derail the thread, just adding some specs where this issue is NOT happening:
Intel Core I912900K
RTX 2070
64GB ddr5
NVME SSD's all around.
win 11 pro
game installed on boot drive
latest video drivers
dx12 beta api in game being used
This update has been performing the best for me ever. I have had no issues and my vram has not been getting bogged down in town with all the mtx slamming that usually does bog it down. Even after hours of play, still lean consumption. Way better than last league.
but the shader only builds when i go to town, that's the reason everytime i go to town it takes 2 mins...
There will always be people in town that you have never seen, using MTX that you never loaded before. It will probably take many months if not years to process every 3D art and MTX GGG has made in twelve years.
harbinger spawn....draw shaders 0 fps
blight spawn....draw shaders 0 fps
delerium spawn...draw shaders 0 fps
Zone into map boss...completely black screen. draw shader 0 fps
its also taking a good minute just to load into the map due to the shaders being drawn as well. I can here my minions fighting for a good 30 seconds before the map will populate on my screen. The second I move...draw shaders again..0 fps dead
open strong box...draw shaders...cant move, 0 fps... the strong box detonates corpses....dead
It never used to be like this before this last bs patch.
how am i supposed to play a game that is 0 to 5 fps? This is the ONLY game that runs bad. Roll this update back already!!!! getting tired of dying to BS 0 fps freezes!!!!
Last edited by IQof3#7253 on Aug 19, 2023, 9:27:05 PM
Anyone over at GGG care to do something? Like...anything? Not even a word? No?..Ok. Guess F us then. Thank god I didn't buy a supporter pack this league. What an absolute shitshow and shameful display of GGG right now.
Game.Is.Unplayable.For.Thousands.Of.People. Do something...Please?!
Also, Multithreading on some cpu's is broken, new league and this problem is still not fixed cpu frametimes spiking like crazy, game is just unplayable unless you turn off multithreading, this sacrifices performance alot but atleast cpu frametimes go back to normal 5-12ms.
Last edited by Drinex#4825 on Aug 20, 2023, 7:09:44 AM
Ever since the 6gb patch arrives poe been giving me insane stutter and lag, with shader bar on the F1 chart constantly maxing out (which i think thats the reason for the lag)
The engine changes required some shaders to be generated again by your client.
Over time, this will become less of a problem, as the shaders populate again.
This is intended and expected behaviour after a significant engine change has occurred.
We bundled what we could with the initial engine patch, however we can't include every shader for every combination.
Using the Vulkan or DX12 renderer should lessen the impact of shader generation while in combat.
Is this why the Shaders is permanently maxed out when pressing F1? 4 hours of playing those Shaders haven't moved an INCH! It's just constantly maxed out for no reason at all.