[Fixed for me by updating NVIDIA Driver] Shaders constantly re-loading
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When will GGG even acknowledge this problem? |
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" They won't, GGG doesn't read the technical support forum anymore. This game is made for the strimers now and no one else, strimers can play it just fine because they have high-end PCs who can ignore how poorly optimized the game is. |
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" Yeeah pretty much. They just expect you to have a powerful enough PC to ignore how poorly optimized the game is and bulldoze through it. Its just sad. |
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" odd, i did all the stuff they say to do it. It was only at this that it fixed the shaders |
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I have a 9800x3d and a rtx 3080, the cache size from nvidia was already 100gb, didnt do anything, tried to clearing cachce in poe %appdata% folder , also didnt fix, tried to change the upscaler, same res.
and i still have the problem this is the log 2025/10/31 18:47:45 11102296 4de16ec9 [INFO Client 1408] [RENDER] Restarting device 2025/10/31 18:47:45 11102296 a0d8219 [INFO Client 1408] [RENDER] Stopping device 2025/10/31 18:47:45 11102328 89f3bb2f [CRIT Client 1408] [D3D12] Pipeline creation failed [VS: base_render_default_render_sort_render_lock_mode_face_camera_render_transform_render_flip_normal_ForceAlpha_Scale_UTILITY_MuddleFlowTex_MASK_TextureStatic_MASK_TextureStatic_MASK_UVs_Static_ChannelToChannel_MASK_UVs_Static_DisableLighting_DisableZWrites_C, PS: base_render_default_render_sort_render_lock_mode_face_camera_render_transform_render_flip_normal_ForceAlpha_Scale_UTILITY_MuddleFlowTex_MASK_TextureStatic_MASK_TextureStatic_MASK_UVs_Static_ChannelToChannel_MASK_UVs_Static_DisableLighting_DisableZWrites_C] (error: 0x887a0005) 2025/10/31 18:47:45 11102359 89f3bb2f [CRIT Client 1408] [D3D12] Pipeline creation failed [VS: base_trail_camerafacing_ForceDownscaledAlphaBlend_VTX_TrailPhase_Scale_TRAIL_UVSelect_MASK_TextureStatic_FXLit_Init_EnvironmentColor_OverrideSSS_ALPHA_TrailWidth_Mask_ALPHA_TrailPhase_Mask_SoftAlphaParticle_CameraDepthBias_DisableZWrites__vertex_inlined, PS: base_trail_camerafacing_ForceDownscaledAlphaBlend_VTX_TrailPhase_Scale_TRAIL_UVSelect_MASK_TextureStatic_FXLit_Init_EnvironmentColor_OverrideSSS_ALPHA_TrailWidth_Mask_ALPHA_TrailPhase_Mask_SoftAlphaParticle_CameraDepthBias_DisableZWrites__pixel_inlined] (error: 0x887a0005) |
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I have had to stop playing all together it just keeps crashing me. Its especially bad because the mechanic itself seems to make it a lot worse. GGG needs to look at this shader problem.
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" So its just like I thought, the game's shaders are literally failing to load properly so it keeps loading everything as if its the first time you're seeing it. Very cool patch. You having the same performance issues as me, even though our PCs are completely different specs is just proof that something is seriously wrong with shaders in the game. |
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Small update, when I woke up today there was a new nvidia driver available on the GeForce Experience app on my pc. Version 581.80, released Nov 4th. It was a 700 mb download so I installed this new driver.
Suddenly the load time in town was cut down to 15-20 sec, hideout and maps and so on are now the same load time as they were back in 3.26. My shader bar is no longer constantly full, and after I fully loaded shaders for the Menagerie going back in there now doesn't even cause the Shader bar to move at all. For my hideout, it takes a few seconds to load the shaders because its the Shaper hideout. So it seems like this newest driver fixed a lot of it for me, if you've been having similar issues try updating to this new one. Ofc, since I deleted ALL my shader files in both the PoE folder in appdata, and in the Nvidia folder I have to recompile all shaders in the game again. So when I enter a map it still takes a few mins for the shader bar to become empty. But after that, even while walking around,killing mobs and even doing the new Breach mechanic the shaders almost never load again, maybe only when a new archnem modifier or new mob type suddenly spawns it spikes for 1-2 seconds. Will post another update here after I'm done with atlas progression, and see how the shaders and loading feel after I've seen most tilesets and monster types. Didn't have any invisible assets, 60 fps on passive tree and the breach tree. Even loading into the Monastery for the first time and compiling shaders there was very fast. So yeah, try updating to the newest Nvidia driver that came out today, hope this solves at least some of the problems for people! Oh I also set the GPU Shader Cache size to 10 GB in the Global settings of GeForce Experience app. And for anyone curious about my specs: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz 2.90 GHz 16,0 GB RAM 932 GB HDD ST1000DM010-2EP102, 238 GB SSD ADATA SU800NS38 (PoE is on this SSD) NVIDIA GeForce GTX 1050 Ti (4 GB) Windows 10 Pro Last edited by Toforto#2372 on Nov 4, 2025, 2:48:53 PM
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Just updated my Nvidia driver and I'm still sitting here waiting for sarn to load up now for 3-5 minutes.
I can hear sounds of people and their annoying MTX (of course goblin troupe is there too), but stuck in the loading screen. It's crazy, so many other games that came out way later run so much faster on my pc. So no, newest driver didn't do it for me. |
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seems like 581.80 driver fixed shader issues for me, did quick back and forth test jumping between hideout and kingsmarch, after initial compilation shader bar is not active for long.
added - i also cleared poe shader cache and AppData\Local\NVIDIA & AppData\LocalLow\NVIDIA just in case before installing new driver Last edited by brzroman#1932 on Nov 5, 2025, 4:18:56 AM
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