Massive FPS Drops in POE2
To optimize FPS as a programmer, focus on efficient rendering techniques like culling unnecessary geometry, using level of detail (LOD), optimizing textures, minimizing draw calls, utilizing hardware acceleration, and properly managing game logic to avoid CPU bottlenecks, while also considering factors like frame pacing and VSync settings depending on your platform and game type. [1, 2, 3]
Key areas to optimize: [1, 3, 4] • Geometry Optimization: • Culling: Use techniques like frustum culling to only render objects visible on screen, significantly reducing draw calls. • LOD (Level of Detail): Switch between different mesh models with varying polygon counts based on the object's distance from the camera, maintaining visual quality while reducing rendering workload. • Mesh Simplification: Optimize mesh geometry by reducing unnecessary vertices and triangles where possible. • Texture Optimization: • Texture Atlases: Combine multiple small textures into a single large texture to minimize texture binding overhead. • Mipmapping: Generate different levels of texture resolution to smoothly transition based on viewing distance. • Compression: Use appropriate texture compression formats to reduce file size without significant visual loss. • Rendering Pipeline Optimization: • Batching: Group multiple objects with similar rendering states to minimize draw calls. • Shader Optimization: Write efficient shaders that leverage hardware capabilities and avoid unnecessary calculations. • Instancing: Render multiple identical objects with a single draw call by using instancing features. • Game Logic Optimization: • Physics Updates: Optimize physics calculations to avoid excessive CPU load, potentially by updating physics less frequently when not critical. • AI Behavior: Design AI systems that minimize unnecessary computations and optimize pathfinding algorithms. • Thread Management: Utilize multithreading to distribute workload across CPU cores effectively, especially for complex calculations. • Platform Specific Optimizations: • VSync: Use vertical synchronization to prevent screen tearing but be aware of potential input lag issues. • Frame Pacing: Aim for consistent frame time to provide a smooth gameplay experience. • Hardware Acceleration: Leverage hardware features like tessellation, compute shaders, or dedicated particle systems for improved performance. [1, 3, 4] Important considerations: [1, 3, 4] • Profiling Tools: Use profiling tools to identify performance bottlenecks in your code and prioritize optimization efforts. • Testing on Different Hardware: Test your game on a variety of hardware configurations to ensure optimizations are effective across different systems. • Balance Visual Quality and Performance: Find a balance between high visual fidelity and maintaining acceptable frame rates on target hardware. [1, 3, 4] Generative AI is experimental. [1] https://www.intel.com/content/www/us/en/gaming/resources/how-to-fix-your-low-frame-rate.html[2] https://www.lenovo.com/us/en/glossary/frame-rate/[3] https://www.hp.com/gb-en/shop/tech-takes/optimising-fps-enhance-pc-gaming-experience[4] https://www.avg.com/en/signal/9-ways-boost-gaming-rig |
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" Absolutely not. Then they'd have to admit they are bad programmers. This has been an issue for at least a month. It's cost me at least 400 exalts worth of Omens of Amelelioration. Still nothing. |
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Let's keep this train rolling. This is still a massive fucking problem. 1> Are you even aware of it? 2> Today, I'll actually try to help (yesterday I did post the AI summary of how to not suck at game optimization as a programmer, which also helped, but I will continue helping today):
The worst maps are ones in daylight outside. It gets EVEN worse if you run delirium (you know, a core mechanic of the end game, god forbid I want that on my maps) or it's raining. This makes me think you guys really REALLY suck at programming, but I have some other ideas as well: Did you do that stupid af thing the Skyrim guy did and give ants shadows? That will destroy even the best graphics cards (I own one of these; I would like to use it on this game, but at the time of this writing, playing in 4k is just the dumbest thing I can do). Do rain drops have shadows? They should not have shadows. Your game doesn't even have fucking ray tracing so it's bonkers daylight performs this badly, but here we are. I recommend you start there. Sunlight, grass, sweet smokey delirium. They break your game so badly you should literally only have indoor maps at the moment. But do you? Of course not! That would make entirely too much sense. Knobs. You're all knobs. Can we at least get a "hell yes, this is happening and we hear you" from the back? No? Screw you, too, then, I guess. |
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I upgrade my pc to play this game with better frames but nothing changed. everty update we have worse fps, pls dont update this game if you dont give us playable game...
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I really hope that 0.2 will do something and that it will not just be a patch on the game mechanics.
Because it's like if during the construction of a house we started painting while the beams are not stable. There is a real problem once you get to the end game. It never holds 60 fps as soon as there are a lot of monsters. Things get even worse if you play with friends. It's a multiplayer online game, the experience should be enjoyable. And we're talking about a hack and slash with a fixed camera. And it's the same or even worse on console: https://www.pathofexile.com/forum/view-thread/3622972/page/30 The end game can never be enjoyable if it's not fluid/smooth. I'm keeping my fingers crossed! Game is great beside that Zuletzt bearbeitet von nosbleed#2758 um 02.03.2025, 03:29:43
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even though I have an older rig, I still have decent CPU and GPU (around or above the official recommended specs).
my GPU utilization is low while playing POE2, around 30% and CPU utilization around 50-60%. based on my observations looking at the performance graph during frame drops in-game, I can see that the lagging component is CPU with the highest latency. then looking at the resource monitor at the same time I can see that utilization of logical processors are all around halfway except one specific processor which is at 99-100% hence the bottleneck. so with better optimization, I should be able to get significantly higher frames with my PC. hopefully this will have been addressed by the time of full release. |
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bump
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Just FYI, your game still runs like a pile of cold dog shit. Really hoping there's a fix for this in the new patch because if you've spent time on new content without actually fixing the bones of the game, then you're worse at all of this than I thought. [Removed by Support]
Zuletzt bearbeitet von BenH_GGG#0000 um 11.03.2025, 15:18:05
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I'm wondering if this is not related to optimization but server traffic. I just bought the early access last night and was playing very late (3am est) up until the Devourer (tutorial). The game was running great. I am trying to play at 6pm est and as soon as the Devourer spawns in the frames hit the deck to seconds per frame. The rest of the dungeon runs perfectly fine at maxed out frames.
I run an AMD 7700x, 32GB ram and an ASUS RTX 5090 so way beyond what is necessary. The CPU is using 3% and the GPU is about 10-15% utilization with the setting completely maxed. It's only using 2 GB of VRAM. |
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This thread is being used to dump various issues regarding performance. We have had quite a number engine and VFX related updates since launch which address various performance issues and crashes, including those in the initial post of this thread.
If you come across an effect or scenario where your performance is degraded, please make a thread for that specifically otherwise it may be hard for us to identify individual problems. Thanks for all the reports so far. |
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