[GGG] How Marvel Rivals Fixed The Shader Issue

https://www.marvelrivals.com/news/20250408/40185_1225743.html

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To address the memory overload, we're unleashing an experimental feature in Season 2: the Switch Shader Compilation Mode. With the Season 2 update, players can activate this feature through the PC launcher. Once enabled, it brings these hero-worthy enhancements:

- The shader compilation process will only run when first entering the game after a new game version or graphics driver update.

- Game memory usage is dramatically reduced, cutting down on severe FPS drops, frozen visuals, and crashes triggered by memory shortages.


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
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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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


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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