0.1.1d Hotfix

crashes still happening when using portal on maps... decided not to play anymore as I don't want to loose more waystones because of game crashes... until it's not been fix, I'm not coming back...
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crashes still happening when using portal on maps... decided not to play anymore as I don't want to loose more waystones because of game crashes... until it's not been fix, I'm not coming back...

same. in rare cases it gives you 2 or 3 maps without crashes, and then kidneypunch you
we need more things inside game...
we need 6 portals back
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Pallad#4690 wrote:
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hryspin#8844 wrote:
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My Ryzen 5600X can't handle the game, on open maps with delirium and pack size I have 10FPS. Hopefully optimization will be better

...

Question is what GPU you have.. Poe is not only CPU.

Also settings in poe 2 make like no diffrence in fps. Only setting that can lower your fps is global iluminati.
You can have all on max,and global iluminati on low and you will have the same fps like everything on low.



rx 5700 and ryzen 5600 is not the same, with X is hoter after try OC cpu and gpu this game hard crash pc so i give up... on dx12 run like big s*** playable only on vulcan. And no is not problem on my pc because every other game on ue5 works fine(but not perfect obviously)
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Crob#2629 wrote:
I will say it again GGG. You have WAY too much going on in the mainthread of your game. Your engineer needs to review how the data flow is functioning. Start using a lot more multi thread processing when warranted and only running single thread for core elements or engine specifics. I can see the single core maxing out as my fps tanks yet my cpu is at 35% use. My gpu might hit 45%. The GPU is now starved for frames to render as the cpu is bottlenecking due to your programming.

Who did you hire that programs this badly and has been staring at this for over two months. Did you hire an engineer for your team? Hire me, I can orient this better for your data flow. Create a thread handler class and start measuring the work loads. Spread the entity update across more threads.

Offload the garbage collection to a custom handler running its own thread.

Process pathing off the main thread and feed the results into the main for use instead of calculating and processing at the same time.

When we hit too many entity, we can see the frames drop as its all hitting your main thread. Seriously, whats going on over there? This is programming 101. You were working on Una songs when the backend is this poorly designed?


No idea what this guy said but for the love of god please do something about the performance issues. This game has got to be one of the most un-optimized games I have ever played. Game ran fine for 2 months then instantly shit the bed. I even went out and got 9800x3d / x870e MB / 64 GB 6000 Memory / 2TB T705 crucial M.2 and paired it with my 4070TI super thinking it was my PC setup(It was time for an upgrade so whatever) only to find I have the same issues. I shouldnt be seeing 30 FPS in breaches on this machine. Thats insane to me.
Last edited by RPkHaze#2648 on Feb 23, 2025, 9:01:16 PM
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lets hope there weren't more crashes added. server/shader FPS issues being fixed is probably a pipe dream at this point.

i was at 4fps in a breach map yesterday -_-

FPS issues are ignored all the way by GGG. We have a lot of topics, some of them are quite huge, but they still acting like this is not a big problem.

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