[GGG] How Marvel Rivals Fixed The Shader Issue
https://www.marvelrivals.com/news/20250408/40185_1225743.html
" There's no reason the game should be computing the shaders in the middle of a fight, that's a poor design choice and needs to be resolved. Allow us to build the shader cache and confirm the integrity of cache before the game starts. Zuletzt angestoßen am 07.09.2025, 04:00:03
|
![]() |
bump
|
![]() |
afaik a lot of games need to compile at runtime, and i think poe2 is one of them. at launch i found a player here that was able to pre-compile them for poe2 under linux but it made the game take 20min to compile all 6-8gb of shaders- most of which you wont use in a single play session. *on runtime means this will need to happen each time you open the game. now why the other game doesn't have to do it that way i don't know
|
![]() |
What marvels rivals did was an optimization
what is happening in poe2 is a memory leak, they are already addressing it according to the bug report section khari crossing = game easily pulling 9 GB of ram, absolutely not normal comparing to other patches |
![]() |
" no what's happening is that it is compiling shaders during the fight, the memory leak has nothing to do with it. two seperate things. |
![]() |