[GGG] How Marvel Rivals Fixed The Shader Issue
https://www.marvelrivals.com/news/20250408/40185_1225743.html
" There's no reason the game should be computing the shaders in the middle of a fight, that's a poor design choice and needs to be resolved. Allow us to build the shader cache and confirm the integrity of cache before the game starts. Last bumped on Sep 7, 2025, 4:00:03 AM
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afaik a lot of games need to compile at runtime, and i think poe2 is one of them. at launch i found a player here that was able to pre-compile them for poe2 under linux but it made the game take 20min to compile all 6-8gb of shaders- most of which you wont use in a single play session. *on runtime means this will need to happen each time you open the game. now why the other game doesn't have to do it that way i don't know
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What marvels rivals did was an optimization
what is happening in poe2 is a memory leak, they are already addressing it according to the bug report section khari crossing = game easily pulling 9 GB of ram, absolutely not normal comparing to other patches |
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" no what's happening is that it is compiling shaders during the fight, the memory leak has nothing to do with it. two seperate things. |
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