3.11.2 Patch Notes
" You can limit patch bandwidth if you use Steam. (and interruptions won't be a problem either) |
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" But I don't. And I wont. I downloaded this game 5 years ago from path of exile official site, and used their installer to install the whole thing. I don't like to install games from steam if I don't have to. I finally finished 'patching' the game. It was an 8 hour long download where I couldn't use internet at all, for anything else. This, IMO was a 'patch' disaster. GGG just refused to comment on 'torrent file' requests. Not even a single word to at least 'explain' why they decided NOT TO share a torrent. I know it could be done, but they just refused to make it easier on us. I can't understand this kind of behaviour from their side. At leat they could share a torrent for ggpk file so we can extract it just like we do before every league start. The rest of the installation could be done regular way like ggg did this time with this patch. They had the option to 'help us' to patch the game, but they just play deaf. I really don't like that kind of 'response' because it reminds me how Blizzard 'reacted' when they did something bad and their community tried to get the answer, but they just didn't leave a single comment, acting like there is no problem at all. It wont surprise me if my post gets deleted because...this starts to smell like Blizard 101 kind of a response from ggg. Last edited by drunkydragon#5464 on Sep 12, 2020, 2:10:04 PM
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Hi everyone, ive read that many players have issue/problems with the game after the patch and it sound very familiar to me to (ive got somme issue in the past after patch come out) but this time it look like the game work as good as befor the patch, i mean i didnt notice any differences, no lag or any HO color/lightning interference. It is not to deny that there are sommes issue/problems with the patch for some players but to provide more info for the devs in order to fix it. Hop it will be helpfull to provide more info/data and thank you in advance, sooo hypped for 18th.
Here my pc spec:
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System Information ------------------ Operating System Microsoft Windows 10 Pro for Workstations N 10.0.19041.508 (Win10 20H1 [2004] Insider Preview) Computer: Computer Type ACPI x64-based PC Operating System Microsoft Windows 10 Pro for Workstations N DirectX DirectX 12.0 Computer Name DESKTOP-xxxxxxxx Date / Time 2020-09-12 / 19:10 Motherboard: CPU Type HexaCore Intel Core i7-3930K, 3800 MHz (38 x 100) Motherboard Name Asus Rampage IV Extreme (1 PCI-E x1, 5 PCI-E x16, 8 DDR3 DIMM, Audio, Gigabit LAN) Motherboard Chipset Intel Patsburg X79, Intel Sandy Bridge-E System Memory 32705 MB (DDR3 SDRAM) DIMM-A1: Kingston HyperX KHX2400C11D3/8GX 8 GB DDR3-2133 DDR3 SDRAM (15-13-13-30 @ 1066 MHz) (14-13-13-30 @ 1066 MHz) (13-13-13-30 @ 1066 MHz) (12-13-13-30 @ 1066 MHz) (11-13-13-30 @ 1066 MHz) (10-12-12-28 @ 969 MHz) (9-11-11-25 @ 872 MHz) (8-10-10-22 @ 775 MHz) (7-9-9-20 @ 678 MHz) (6-8-8-17 @ 581 MHz) DIMM-B1: /same DIMM-C1: /same DIMM-D1: /same BIOS Type AMI (05/14/2014) Display: Video Adapter GeForce RTX 2070 SUPER (8 GB) 3D Accelerator nVIDIA GeForce RTX 2070 Super Monitor Dell UltraSharp UP2715K (DP) [27" IPS LCD] (3D8F868S105S) Storage: Disk Drive Corsair Force GT (256 GB, SATA-III) Disk Drive Samsung SSD 850 PRO 512GB (512 GB, SATA-III) DMI: DMI BIOS Vendor American Megatrends Inc. DMI BIOS Version 4901 DMI Motherboard Manufacturer ASUSTeK COMPUTER INC. DMI Motherboard Product RAMPAGE IV EXTREME DMI Motherboard Version Rev 1.xx DMI Chassis Type Desktop Case --------[ OpenGL ]---------------------------------------------------------------------------------- OpenGL Properties: Vendor NVIDIA Corporation Renderer GeForce RTX 2070 SUPER/PCIe/SSE2 Version 4.6.0 NVIDIA 452.06 Shading Language Version 4.60 NVIDIA OpenGL DLL 10.0.19041.488(WinBuild.160101.0800) Multitexture Texture Units 4 Occlusion Query Counter Bits 32 Sub-Pixel Precision 8-bit Max Viewport Size 32768 x 32768 Max Cube Map Texture Size 32768 x 32768 Max Rectangle Texture Size 32768 x 32768 Max 3D Texture Size 16384 x 16384 x 16384 Max Anisotropy 16 Max Clipping Planes 8 Max Display-List Nesting Level 64 Max Draw Buffers 8 Max Evaluator Order 8 Max General Register Combiners 8 Max Light Sources 8 Max Pixel Map Table Size 65536 Min / Max Program Texel Offset -8 / 7 Max Texture Array Layers 2048 Max Texture LOD Bias 15 Max Vertex Array Range Element Size 1048575 --------[ Vulkan ]---------------------------------------------------------------------------------- [ GeForce RTX 2070 SUPER (TU104) ] Device Properties: Device Code Name TU104 Device Type Discrete GPU PCI Device 10DE-1E84 Memory Size 8257 MB Max 1D Image Size 32768 Max 2D Image Size 32768 x 32768 Max 3D Image Size 16384 x 16384 x 16384 Max Cube Image Size 32768 x 32768 Max Image Layers 2048 Max Texel Buffer Elements 134217728 Max Uniform Buffer Range 65536 Max Storage Buffer Range 4294967295 Max Push Constants Size 256 bytes Max Memory Allocation Count 4096 Max Sampler Allocation Count 4000 Buffer Image Granularity 1024 bytes Sparse Address Space Size 1099511627775 bytes Max Bound Descriptor Sets 32 Max Per-Stage Descriptor Samplers 1048576 Max Per-Stage Descriptor Uniform Buffers 1048576 Max Per-Stage Descriptor Storage Buffers 1048576 Max Per-Stage Descriptor Sampled Images 1048576 Max Per-Stage Descriptor Storage Images 1048576 Max Per-Stage Descriptor Input Attachments 1048576 Max Per-Stage Resources 4294967295 Max Descriptor Set Samplers 1048576 Max Descriptor Set Uniform Buffers 1048576 Max Descriptor Set Dynamic Uniform Buffers 15 Max Descriptor Set Storage Buffers 1048576 Max Descriptor Set Dynamic Storage Buffers 16 Max Descriptor Set Sampled Images 1048576 Max Descriptor Set Storage Images 1048576 Max Descriptor Set Input Attachments 1048576 Max Vertex Input Attributes 32 Max Vertex Input Bindings 32 Max Vertex Input Attribute Offset 2047 Max Vertex Input Binding Stride 2048 Max Vertex Output Components 128 Max Tesselation Generation Level 64 Max Tesselation Patch Size 32 Max Tesselation Control Per-Vertex Input Components128 Max Tesselation Control Per-Vertex Output Components128 Max Tesselation Control Per-Patch Output Components120 Max Tesselation Control Total Output Components 4216 Max Tesselation Evaluation Input Components 128 Max Tesselation Evaluation Output Components 128 Max Geometry Shader Invocations 32 Max Geometry Input Components 128 Max Geometry Output Components 128 Max Geometry Output Vertices 1024 Max Geometry Total Output Components 1024 Max Fragment Input Components 128 Max Fragment Output Attachments 8 Max Fragment DualSrc Attachments 1 Max Fragment Combined Output Resources 16 Max Compute Shared Memory Size 49152 bytes Max Compute Work Group Count X: 2147483647, Y: 65535, Z: 65535 Max Compute Work Group Invocations 1024 Max Compute Work Group Size X: 1024, Y: 1024, Z: 64 Subpixel Precision Bits 8 Subtexel Precision Bits 8 Mipmap Precision Bits 8 Max Draw Indexed Index Value 4294967295 Max Draw Indirect Count 4294967295 Max Sampler LOD Bias 15.000000 Max Sampler Anisotropy 16.000000 Max Viewports 16 Max Viewport Size 32768 x 32768 Viewport Bounds Range -65536.000000 ... 65536.000000 Viewport Subpixel Bits 8 Min Memory Map Alignment 64 bytes Min Texel Buffer Offset Alignment 16 bytes Min Uniform Buffer Offset Alignment 64 bytes Min Storage Buffer Offset Alignment 16 bytes Min / Max Texel Offset -8 / 7 Min / Max Texel Gather Offset -32 / 31 Min / Max Interpolation Offset -0.500000 / 0.437500 Subpixel Interpolation Offset Bits 4 Max Framebuffer Size 32768 x 32768 Max Framebuffer Layers 2048 Framebuffer Color Sample Counts 0x0000000F Framebuffer Depth Sample Counts 0x0000000F Framebuffer Stencil Sample Counts 0x0000001F Framebuffer No Attachments Sample Counts 0x0000001F Max Color Attachments 8 Sampled Image Color Sample Counts 0x0000000F Sampled Image Integer Sample Counts 0x0000000F Sampled Image Depth Sample Counts 0x0000000F Sampled Image Stencil Sample Counts 0x0000001F Storage Image Sample Counts 0x0000000F Max Sample Mask Words 1 Timestamp Period 1.000000 ns Max Clip Distances 8 Max Cull Distances 8 Max Combined Clip and Cull Distances 8 Discrete Queue Priorities 2 Point Size Range 1.000000 ... 2047.937500 Line Width Range 1.000000 ... 64.000000 Point Size Granularity 0.062500 Line Width Granularity 0.062500 Optimal Buffer Copy Offset Alignment 1 bytes Optimal Buffer Copy Row Pitch Alignment 1 bytes Non-Coherent Atom Size 64 bytes Driver Version 452.24.0 API Version 1.2.133 Vulkan DLL C:\WINDOWS\system32\vulkan-1.dll (1.2.131.2) --------[ DirectX Video ]--------------------------------------------------------------------------- [ Primary Display Driver ] DirectDraw Device Properties: DirectDraw Driver Name display DirectDraw Driver Description Primary Display Driver Hardware Driver nvldumd.dll Hardware Description NVIDIA GeForce RTX 2070 SUPER Direct3D Device Properties: Total / Free Video Memory 8192 MB / 6935 MB Rendering Bit Depths 8, 16, 32 Z-Buffer Bit Depths 16, 24, 32 Multisample Anti-Aliasing Modes MSAA 2x, MSAA 4x, MSAA 8x, CSAA 8xQ Min Texture Size 1 x 1 Max Texture Size 16384 x 16384 Unified Shader Version 5.1 DirectX Hardware Support DirectX v11.1 and my poe config.ini
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adapter_name=NVIDIA GeForce RTX 2070 SUPER(#0) background_framerate_limit=60 background_framerate_limit_enabled=true bloom_strength=0.901 borderless_windowed_fullscreen=true camera_zrotation=true directx_version=auto dx11_antialias_mode=0 dx9_antialias_mode=0 dynamic_resolution_fps=30 framerate_limit=90 framerate_limit_enabled=true framerate_limit_max=200 fullscreen=false global_illumination_detail=0 incursion_effect=true light_quality=1 max_PS_shader_model=ps_vkn max_VS_shader_model=vs_vkn maximize_window=false post_processing=true renderer_type=Vulkan resolution_height=2160 resolution_width=3840 screen_shake=false screen_shake_v2=false screenspace_effects=1 screenspace_effects_resolution=0 shadow_type=hardware_7_samples texture_filtering=4 texture_quality=0 use_dynamic_particle_culling=true use_dynamic_resolution=true vsync=true vulkan_antialias_mode=0 water_detail=1 [GENERAL] enable_profanity_filter=true engine_multithreading_mode=enabled Last edited by XÐemon#7632 on Sep 12, 2020, 2:25:10 PM
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" FYI, They already mentioned that MacOS will be available starting with Heist. There are only four rules you need to remember: Make the plan, Execute the plan, Expect the plan to go off the rails, Throw away the plan. Follow my lead and you’ll be fine.
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Patching was a nightmare with my low-end connection - the standalone patcher crashed with 0 kb / sec after 8 hours. So went back to Steam.
Vulkan is borked now: 1. Despite saying that the flicker is gone in the patch notes, it still flickers - flickering is only darker now 2. Alt-Tab or Windows-key cause horizontal flickering "stripes" when going back to poe (fullscreen) - especially when something like a web browser is open in the background. 3. Performance is worse than prior to the patch. I play on a SDD and its still playable but with some short hickups here and there. System: HP Omen Laptop Intel Core I5 8300H (4C / 8T) NVidia Geforce GTX 1060 (6 GB) 16 GB RAM Game stored on Samsung EVO 850 (1TB) with RAPID Driver Last edited by H3llnite#4202 on Sep 12, 2020, 8:20:35 PM
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" They also said they will release 3.11.2 version to MacOS for testing, it seem there are closed beta testing already but not ETA for public MacOS beta This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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I tested on hdd to see working or not it seems nothing change for hdd.
(You still get invisible textures when your character loads and need to wait at least 1 or 2 minute to textures load) Nothing changes it seems 'update' working as intended back to 3.11g lol. Not to mention needs to get defragment tool again. I dont know how ggg cant manage to defraging and dump all cache to update push such incompetence unbelieveable like they dont even care (they probably not) no longer playing
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" The last time I've heard anyone mentioning defrag was back in the early 2000s. It's an obsolete thing for a very long time. |
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"CreateShaderResourceViewEx: The parameter is incorrect."
So having stuttering on one computer and for the 2nd one it won't even load the game. Awesome update! |
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Alright, so after I switched to the "alyx" build of Proton and the game runs...
The performance improvement is absolutely MASSIVE. Syndicate ambushes used to give me the worst lag of all and now I had practically no lag, and higher FPS during the ambush than I ever had before idling in a corner or sitting in my hideout. Using Vulkan. |
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