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Path of Exile News

Huge Helmet Sale This Weekend

We're holding a huge sale on helmet skins and helmet effects with almost 200 microtransactions available at discounted prices! Check out the full list of specials by pressing M in game

The sale will run until Jun 01, 2020 9:00 PM (PDT).

If you're looking for some points to spend on this weekend's sale we recommend checking out the Delirium Supporter Packs, before they leave the store forever!

Thank you so much for your support! We can't wait to show you what we've been working on. See you next week!

3.10.2b Patch Notes Preview

Alongside the development of our next expansion, the team has recently been working on a small patch with a number of fixes to the ongoing Delirium League. We're planning to deploy the 3.10.2b update by the end of this working day or early next week. In the meantime, check out its patch notes below:

  • You can now filter for items without being required to use special alphanumeric characters, such as "Maelstrom Staff" rather than "Maelström Staff".
  • Updated the description text for the Surveyor's Study and Office of Cartography Incursion Temple rooms to accurately reflect that they do not cause Architects to drop Map-related Currency.
  • Fixed a rare bug where Sirus' rotating beam skill could be invisible.
  • Fixed a rare bug where Visceris in the Overgrown Ruin map could become immune to damage.
  • Fixed a bug where the Arcane Barrage microtransaction created effects that would linger indefinitely, and would reduce performance when long periods of time were spent in the same location.
  • Fixed an instance crash that could occur when using Raise Zombie.
  • Fixed an instance crash that could occur when using Summon Phantasm Support.
  • Fixed a client crash that could occur during the Nightmare Manifest encounter in Malformation Map.


3.10.2 Patch with Beta of Vulkan Renderer

We have just deployed the 3.10.2 Patch, which includes a Beta version of our Vulkan renderer. This alternate renderer provides much more consistent performance than the DirectX 11 one, especially when under high CPU load.

Over the last few years, we have increased the amount of multithreading that the Path of Exile engine uses, which lets us take more advantage of modern CPUs with many threads (logical cores). Because of the dynamic shader system we use, shader uploads occur frequently throughout gameplay and currently may stall the entire game when they occur. In our DirectX11 backend, shader uploads happen on the background threads, but the graphics driver (the AMD/Nvidia/Intel layer) processes them before the GPU can use them. It does so in its own threads that can be starved when the CPU usage is high. In that case, driver processing appears to happen in the main thread, causing stalls. Somewhat ironically, the additional multithreading we have been adding over the years actually makes this problem worse, as it increases overall CPU usage (in order to get faster frame rates). Thankfully, this is where Vulkan comes in. Among many other improvements, this rendering API lets you do everything in function calls we have full control over, letting us completely avoid these uncontrollable DirectX11 graphics driver stalls.

Because there's no server component to the new renderer, the patch has been released without a full realm restart (so just restart your client to download it, whenever you're ready). Due to new shaders, the patch isn't tiny.

To access the new Vulkan renderer, launch the game and go to the Graphics Options screen. Then change the Renderer option to "Vulkan (Beta)". It should take effect without you having to relaunch Path of Exile.

The Vulkan renderer will not magically make your graphics card perform better than it previously did, but it will make performance a lot more consistent. This means that your peak frame rate will not increase, but you won't have anywhere near as many unpredictable spikes that were making the game feel stuttery and reducing average frame rate. Basically, this new renderer gives us complete control over how resources are managed, so we can tune it for Path of Exile's exact requirements.

On many systems, this renderer is actually marginally slower than the DirectX11 one at the moment. This is something we can easily improve over the coming weeks (and aim to by the release of 3.11). Basically, Vulkan gives you a much better framework for making optimisations, and we have barely begun to scratch the surface of this. You may find that even in its marginally-slower state, the significant frame rate stability difference makes it worth using. But the main goal at the moment is stability testing while we work on getting the frame rate as fast as possible through optimisation.

In addition, our Vulkan renderer will force texture detail to "Medium" on systems with less than 3gb of graphics memory. This means we can avoid any kind of stuttering/spikes as textures have to be moved between GPU and system RAM. This type of thing is something we are constantly iterating on and trying to find a solution that looks as good as possible while performing as well as it can. Our philosophy with the Vulkan renderer is frame rate consistency, so that players can enjoy Path of Exile without stuttering/spikes at arbitrary times. Performance will still be proportional to how much is going on on-screen, and better graphics cards will of course always help a lot.

Currently this renderer is in Beta, so there may be issues. Please report any rendering bugs that you encounter in the Bug Reports forum. It may be best not to play your most important hardcore characters with this Beta renderer until you're comfortable that it works well for you. We will rapidly fix reported issues and try to get it as final as possible by the release of 3.11. Eventually it will become the default renderer for Path of Exile.

If you get into a state where the game won't launch with the Vulkan renderer, then you can edit the production_Config.ini file (usually found in Documents\ My Games\ Path of Exile) and change renderer_type=Vulkan to renderer_type=DirectX11

Thanks very much for helping us test this renderer, and please let us know your feedback!

Delirium Uniques and Areas Statistics

We're currently in the 11th week of Delirium league and thought that now would be a great time to take a look at some statistics.

We'll start by examining unique item usage. First, let's look at all character levels.

Top 10 Uniques (All levels)
  • Tabula Rasa
  • Survival Instincts
  • Perandus Blazon
  • Atziri's Promise
  • Watcher's Eye
  • Lion's Roar
  • Rumi's Concoction
  • Fevered Mind
  • Voices
  • Goldrim

As you can see, Tabula Rasa is the most-used unique when we look at all character levels. If we compare back to Legion league (which was the last time we publicly showed similar stats), we can see that this was the case then as well. Many of the uniques in this list are leveling uniques, though we do see some endgame uniques in here, primarily Watcher's Eye and Voices. Notably, Watcher's Eye didn't make it into the top ten in Legion league.

Now let's take a look at unique usage for characters under level 70.

Top 10 Uniques - Level
  • Tabula Rasa
  • Survival Instincts
  • Wanderlust
  • Goldrim
  • Blackheart
  • Karui Ward
  • Lifesprig
  • Wurm's Molt
  • Kaom's Sign
  • Lochtonial Caress

As one would expect, all of these items are generally considered to be leveling uniques. If you're ever unsure as to what uniques would be useful for leveling, look no further! Wurm's Molt makes a showing thanks to its leech modifiers (in particular, mana leech). Lochtonial Caress is a great source of charge generation, while Goldrim provides much needed resistances for the leveling process.

Now, let's see how this list looks as we tighten up the restrictions, looking at all characters that are level 70+.

Top 10 Uniques - Level 70+
  • Tabula Rasa
  • Atziri's Promise
  • Perandus Blazon
  • Watcher's Eye
  • Lion's Roar
  • Rumi's Concoction
  • Survival Instincts
  • Fevered Mind
  • Voices
  • Rotgut

Tabula Rasa continues to be the leading body armour choice here, thanks to the easy access to 6-linked sockets. Now that players are able to use it, Atziri's Promise is a universally useful choice, granting extra damage to both attack and spell builds. We start to see Voices make a showing here, which you'll soon see becomes an even more popular choice as we look at higher level characters.

Finally, we'll take a look at high level characters and see how their gear choices differ from the level 70+ bracket.

Top 10 Uniques - Level 90+
  • Watcher's Eye
  • Voices
  • Atziri's Promise
  • Fevered Mind
  • Lion's Roar
  • Cinderswallow Urn
  • Split Personality
  • Rumi's Concoction
  • Call of the Brotherhood
  • Prism Guardian

Watcher's Eye reigns supreme. This isn't a huge surprise, especially given how many builds a Watcher's Eye can slot into. We see that Voices has become much more popular in this bracket compared to when we included level 70+ characters. Atziri's Promise becomes slightly less popular, though still remains the third most used unique, again, thanks to its flexibility to fit into a wide assortment of builds. Newcomers in this very endgame bracket include Call of the Brotherhood and Prism Guardian (a staple for characters wanting to reserve additional auras).

Moving on to looking at some Map statistics, let's first look at the top-ten maps based on the number of times they were run.

Top Ten Maps by Number Run
Area
Number of Runs
Beach
17,648,116
Jungle Valley
14,777,282
Pier
13,464,286
Wharf
13,442,293
Strand
11,913,135
Burial Chambers
10,658,283
Alleyways
6,883,947
Underground Sea
5,976,159
Promenade
5,218,652
Fungal Hollow
4,945,618


One of the most interesting takeaways from this is how almost all of these maps have one thing in common; they're linear. It's quite cool to see that the league mechanic is clearly influencing player choice, especially when you contrast this list to that from Legion league, where many of the maps were more spacious and wide-open. One thing to note here is that the top four maps happen to be the innermost Tier 1 maps on the Atlas, therefore they'll have been run by almost all players as they progress their Atlas. There's a very large dropoff between Burial Chambers and Alleyways here.

Now, let's look at the top-ten most-deadly areas (based on number of character deaths).

Top Ten Areas by Deaths
Area
Deaths
The Cavern of Anger
12,017,243
The Karui Fortress
9,301,367
The Harvest
8,096,858
The Belly of the Beast Level 2
8,003,605
The Chamber of Innocence
6,540,721
Beach
6,317,491
Azurite Mine
6,267,286
The Blood Aqueduct
6,162,409
The High Gardens
5,870,453
The Rotting Core
5,714,269

We see a lot of campaign areas popping up here as the most deadly; in particular, Merveil appears to be quite lethal. Many campaign bosses received significant buffs in 3.9.0, and the impact of those changes is very evident in just how many players are getting mercilessly slaughtered by them. In Legion, we saw six map areas in this list, but in Delirium, we only see one. Beach is the most-deadly map, though much of that can be explained by the fact that it is one of the first maps players will run on the Atlas, fresh off the back of a resistance penalty, and up against an elemental-damage-dealing boss. The Azurite Mine makes another showing (as it did in Legion), though is slightly less deadly (relatively speaking) thanks to the campaign areas above it.

This set of statistics has been fascinating to look at, particularly how much of the unique usage is represented by endgame uniques, rather than having quite a few leveling uniques in the list (as Legion league did). Seeing how Delirium has affected players map choice has been intriguing as well as the impact of the 3.9.0 campaign boss buffs. We will keep an eye on how things unfold in the next league and will certainly keep you posted!



The Press Tour Has Begun!

The press tour has begun which means that for the next week we'll be showing our upcoming expansion content to scores of journalists. This also means that our announcement is just around the corner - in fact, you'll be able to check out the announcement details in all their glory at 2pm June 2 (PDT).

While we are on track to announce the expansion as scheduled, it's still too early to provide a firm confirmation of the expansion's launch date. As we mentioned last week, there is a possibility that it may be further delayed. The launch date will be confirmed alongside the announcement.

In terms of the size of the expansion, it's in-line with most of our others like Delve, Incursion, Blight, etc., but smaller than our recent December expansions like Conquerors of the Atlas and Betrayal. You can expect all the hallmarks of a Path of Exile expansion like a new challenge league, improvements to existing content, new unique items, skill gems, support gems, rebalanced gameplay and more!

This also means that you only have one more week to purchase the Delirium supporter packs before they're replaced by the upcoming 3.11 Supporter Packs. If you'd like more time to get yours, you can arrange a payment plan! You can find out more information about these supporter packs and payment plans here.

As we mentioned last week, be sure to tune into ZiggyD's stream live when the announcement hits. He'll be streaming the new trailer, his insights into the expansion and then hosting a live expansion Q&A with Chris Wilson!

While we can't reveal the details just yet, we know many of you are looking for any morsel of information. In honour of those of you, we're happy to reveal that the colour of the expansion logo is bright blue, yet this league definitely has many other colours. Be sure to keep your eyes peeled and your ear to the ground for other teasers that may crop up.