Cogwheels of doom - constant DX12 crashes (client-caused) - UNFIXED as of 0.4

bump for visibility, this is one of the most critical issues and still no fix in sight :sad
bump +1

9800x3d 5070ti 9100gen5 32g ddr5

only issue i have with this game.

hoping for a fix or someone who tells us what we can do to help it pinpointing.

tryed everything!

other drivers, delayed tld, ...
Still happening to a ton of people. Myself included.
https://www.pathofexile.com/forum/view-thread/3837505

Been happening since launch with zero achlowedgment from GGG.

Blow this issue up, force them to address it.
same here
GGG has had well over a decade to toss their failed engine and license one that actually works.

same issue. thanks for the bump and link. returning the same link and bump.

https://www.pathofexile.com/forum/view-thread/3905618/page/1#p26551142

1/24/26- I swapped it to vulcan and for now it seems to have stopped causing the freezing and such. Its not always smooth in vulcan. no crashes but stuttering and lag at times. frames are a lot more unstable but i don't freeze. It feels like when i uncheck engine multithreading in dx12 but a bit smoother.
Last edited by DarthLegolas#1676 on Jan 24, 2026, 10:10:10 PM
bump +1

got a decent pc,
going back to vulcan is like playing snake on a i17 pro max.

other games play as a charm, guess they dont want us to continue ..
+1 here.

I tried to analyze the issue as a "personal project" in my free time. Since this post has more replies i will let a link to my analysis - maybe will help and maybe GGG will look into it : https://www.pathofexile.com/forum/view-thread/3908655
The deadlock detected bug is due to a shader compile error.

now that we have a error name on it, (and watching the CPU bars with F1). We see that the shader compiling is over lapping its self, it spits out the Deadlock Detected error when the CPU is forced to make duplicates of the same erroneous shader compile command. Just like a memory leak but with CPU calculations intead.

Its almost February. Why isnt this fixed? These three possibilities pop into my head.

1. TThe graphics, shader, and UI is built in layers, one system requires the system below it to function. So if they change one part of the shader system they have to change ALL of the shaders processing.
2. This layered system is mixed in with the security system they have in the game, and if they change the base shader code, that will effect the security system that stops players accessing the graphics processing calculations. And they need to get permission from their 10cent chineese overlords to change it.
3. The previous working code has been overwritten by some inept amature programmer without thier knowledge and the original code is lost. They would have to rewrite the originial code from scratch and the original author is long gone.
Last edited by KingDaMuncha#6025 on Jan 27, 2026, 4:55:48 AM

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