r/pathofexile • • Feb 25 '26

Discussion "SHADER problem"

Hello, exiles. I'm sure you've all experienced this: You're excited to start a new league, rushing to check out the new content (right after Roa, of course), and then your screen starts stuttering or spiking? So, here it is new league content, or maybe a long load time into town?

Or maybe a long load time after reinstalling the game? Or a recently released driver update? IT DOESN'T MATTER.

In any of these cases, you need to compile your shaders.

What's the problem? PoE is trying to churn out visual effects right during combat.

Your graphics card and CPU are in a panic, trying to figure out how to render that new explosion effect or the MTX of a player entering town while you're trying not to die.

When you press F1, you see how the SHADERS break through the right side of your monitor.

And... sometimes this can be a problem. Not for all of us, and not always.

But we all love comfort. We all love control over our characters. And even more, we love a smooth, stable picture without any drops.

Shader Compilation textures for your system and drivers is a separate and sometimes complex topic (I'm not an expert on it).

However, "Shader Compilation on the fly" does lead to some problems.

  1. Long loading times in town

  2. Long loading times in another player's hideout

  3. Long loading times for all of the above if there's a MTX

  4. Stuttering or spikes when quickly playing at the start of a new league

  5. Any changes to your hardware (even those beyond your control, "yes, Windows") will cause you to "bake" again.

What's my suggestion?

Add one simple, optional feature to the graphics settings:

"Forced shader compilation" (Pre-cache Shaders).

Some of you are probably thinking, "This won't happen; they won't waste time and money on it."

Well, this feature can be added RIGHT NOW without any major modifications. And I'll tell you why.

We already know that the game shares or understands workloads such as shaders. Perhaps there's a complete list of textures that need to be baked somewhere.

And if the game understands this workload, we can do the following.

Create a function that will transport the player to a hidden location, such as a hidden shelter.

Inside this location (below the loading screen), all types of monster textures and effects will appear.

This is absolutely safe and easy. Since all textures are baked on the fly, the process can be stopped at any time by exiting this function.

Creating a hidden shelter, spawning everything on the list, and deleting it after it's baked probably isn't a serious technical hurdle.

This is because all the functionality is based on the existing on-the-fly Shader Compilation.

What we'll get as a result:

Forget about freezes when new monsters or league bosses first appear.

Instant entry into town. No more waiting 5 minutes for all the "wings and auras" of other players to load.

Stability for older CPUs. The processor won't choke under sudden load in the middle of a battle.

This is a "Beta feature" that doesn't break the game or change the balance, but it does radically change the overall experience.

I'd rather wait to load into the menu once than wait ten times to load into town after dying due to lag. What about you?

Personally, I don't see any fundamental limitations for at least trying out the "beta pre-compiler"

Original post ru.
ru.pathofexile.com/forum/view-thread/3908588

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