Dynamic resolution (doesent work) and perfomances

⚠️ in POE1 Dynamic resolution work only in DX11

❗ but not in DX12 nor in Vulkan
this is a big problem for perfomances, pls FIX this!

also for both POE1 and POE2 whath we really need:

- an option for hide MTX of other players
- an option for decrease number of particles manually
- downgrade the system of loading screen, before the update wich cause only problems (expecially in POE2), I mean the update which load the map before loading all assets

if you (GGG) wanna really FIX and speed-up the loading screen need to do to in client and server sides (just ideas):

- Asset Streaming Optimization
Redesign the asset streaming pipeline to minimize circular dependencies, segment large bundles into smaller loadable blocks, and integrate checksum validation to prevent endless loops caused by cache corruption.

- Threading & Synchronization
Review and resolve race conditions in shared memory handling (asset streaming, shader compilation, network sessions). Introduce lock-free queues or adopt a more granular job system to reduce contention.

- Network Timeouts & Recovery
Replace indefinite blocking on realm server connections with an automatic timeout and reconnect mechanism to ensure forward progress during loading.

- Watchdog Mechanism
Deploy a safeguard process: if no measurable progress is detected for a defined interval, terminate the stalled load, perform a partial cache flush, and retry automatically.

this is my post to mitigate the problem if work work also on POE1:
https://www.reddit.com/r/PathOfExile2/comments/1n8hslx/possible_fix_for_infinite_loading_screen/

I think this is already present in the engine (client/server):
+ Internal debug layer
+ Shaders precompilation
+ Asynchronous I/O management
anziché democrazia preferisco anarchia, il governo altrui ruba sempre
Last edited by Murdek#5097 on Sep 13, 2025, 6:50:41 PM
Last bumped on Sep 13, 2025, 6:50:11 PM

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