Will POE2 precompile all shaders on game launch?
Basically as topic - in POE1, if you have empty shader cache (e.g. on league start), game compiles shaders on fly, when it's needed/new asset appears on screen.
But shader compiling is CPU intensive process that kills smooth performance (large framerate drop, stuttery feel etc.). And I'm wondering, did POE2 improve this issue? I'd love to precompile all game shaders on game launch - I wouldn't mind waiting for it, the smooth performance while gaming would be really nice. For comparison, when POE1 compiles shaders, frames per seconds often drop to 20-40. But when it's compiled, it's back to steady 120. It's huge difference. Last bumped on Jul 11, 2025, 10:39:49 PM
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Compiling shaders on your PC is an important part to optimization.
Every PC is different, which is why by compiling it on the target PC your performance improves compared to "stock" pre-compiled shaders. |
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" I never denied it, what I'm asking is if POE2 shaders are compiled on game launch/menu or while playing game (POE1) |
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Pretty sure it's the exact same engine as PoE1. Only difference is the particle engine should behave better with the new effects. Those new effects are what we've seen as they've slowly put them in PoE1 the last 2+ years.
Edit to add: it streams the shaders to you. Not all at once. Eat your vegetables. Last edited by boldfacelies#7230 on Dec 5, 2024, 2:51:20 AM
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Exactly this. There must be a button to precompile shaders.
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YES IT IS DOING IT WHILE PLAYING. I found this topic from google in searching for solution, because PoE2 is unplayable because of it. Also i wonder how come its not a common issue because many people saying they are ok and do not have any FPS drops. 3 weeks i'm fighting it, it was not like that in the first or two weeks after PoE2 released
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For me those are compiled again and again each time I start the game. Why does it need to do it every time? Are those not compiled once and stored on disk to just use next time? I understand if this was after first game launch or after each game update, but why every game launch?
I need to hit F1 after starting each map, then hit ESC and wait until green bar is not going crazy otherwise it is unplayable because I cant see mobs and there is stuttering all the time. Last edited by piotrekkr#6959 on Jul 11, 2025, 4:17:21 PM
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" set your shader cashe to unlimited, this solves most of the problems. they really should communicate this to players. |
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Nope. Compilation is required by design in order to handle changes to hardware & software configuration, not optimization. That may be a side-effect when your vendor ships some compiler optimizations with an update, but it's not the primary concern.
Those performance gains you speak of are related to games that simply have too many shaders and try to compile them right before they get used. And it's simply an error if the user perceives those massive performance dips. There are also several known strategies to solve this problem: - use less shaders (id-software) - don't use it in draw calls (CDPR) Khronos had an excellent article from valve about this topic. Last edited by yunharla3000#5123 on Jul 11, 2025, 7:35:51 PM
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" Where is the setting that enables unlimited shade cache found in? While the snow remains,
veiled in the haze of evening, a cold leafless branch. Flowers are only flowers because they fall, but thankfully the Wind. |
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