Something is terribly wrong with Shaders since 3.27

bump. same problem.

edited
My game has increased performance when i try using poe_x64.exe directly from poe folder instead using client.exe.
Last edited by Daffydoff#6485 on Nov 8, 2025, 9:23:53 PM
i dont know if my issue is shader related BUT i was having wicked long load times in ANY town during the campaign, i also play on a potato pc (no other options)

things improved a bit for me after i switched from dx12 render (the one that was best for my setup)

i switched from DX12 to DX11, played a bit and found it was MORE laggy and had lot of stutter, (i assume it was building shader cache)

but then when i siwtched back to DX12 again, (somehow, i really dont know why suddenly things improved)

i went from playing without seeing enemies, lag in towns, to actually seeing what the new breach enemies look like

i came to post this even when the info i provide is dubious and little because i honestly dont know what happened but things improved a bit for me, hope it helps someone

and hope this performance thing gets adressed because eventhough i play on poorman's hardware i am sure it is not an issue on my side
Last edited by 847hu85h1773r#1804 on Nov 8, 2025, 6:23:41 PM
Each renderer has its own shader cache, the reason your performance dropped when you swaped is because it had to start all over from 0.
When you went back to dx12 those shaders were already compiled.

The problem is not with any particular renderer, its probably something going on with the compiler missing optimizations or using some kind of shader model preset that is WAY too demanding for a game like PoE which doesnt really need it, could even be a priority issue on the threads with the game trying to meet an fps quota and only using idle resources for shader compilation / execution.

It might be time to give users a tool to compile every single shader the game has outside the game.

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