Grinding Gear Games shipped a full PC to Nvidia, fixing Path of Exile 2 crashes
After 18 months of reproducing a DX12 GPU shader bug, Nvidia released driver 610.88 to stop the long pauses.

Grinding Gear Games’ game director Jonathan Rogers says the Path of Exile 2 team spent a year and a half isolating a Nvidia driver issue tied to GPU shader crashes. The breakthrough forced Nvidia to act, culminating in NVIDIA Game Ready Driver 610.88 and fewer intermittent long pauses in DX12 mode.
Path of Exile 2 players have been living with a particular kind of rage quit: the game freezing, then coming back about 20 minutes into your session, sometimes after waiting roughly 30 seconds to regain control. In the most recent league, that pain reached a point where many players felt they had to quit entirely. According to the PC Gamer report, the issue boiled down to constant GPU shader crashes in Nvidia drivers, first spotted in early access and reported for months in the community.
Grinding Gear Games (GGG) did not just file a vague bug report and hope for the best. Game director Jonathan Rogers explains that Nvidia “won't fix anything unless you provide it with the steps to recreate it,” and that those steps could not be “Just grind to top tier juiced maps.” The team then escalated the reproduction effort until it could hand Nvidia a replay that triggered the crash reliably, and eventually got a driver update that addresses the exact symptoms players were experiencing.
So what changed across the 18-month saga? It started with frustration and uncertainty. The report says that GGG and players observed intermittent freezes and crashes since the game launched in early access, and for a while the only workable “solution” was swapping a setting that made the game look worse until the developers found a real fix. GGG then tried a simple approach: have someone play for multiple hours and hope the game would crash. Rogers describes that as “taking shots in the dark,” because without clues about what actually triggers the driver behavior, reproduction is basically luck.
That luck stopped being acceptable, so the team went deeper. Rogers says the freezes players experienced were a downstream effect: when the GPU crashed, the game reloaded textures, shaders, and the entire engine without closing. GGG built systems to make the problem observable and capturable, adding ways for the engine to track useful data and deploying a specialized replay system to run long gameplay sessions on PCs around the office. Then they iterated until they found a repeatable path. The report says GGG managed to get a replay that reproduced the issue every five to seven minutes on average. That reproducibility is the entire game here: bug fixes at Nvidia are not usually won by “trust us, it happens,” they are won by “here is the exact sequence that makes it happen on your side.”
Once GGG had a replay that could reliably trigger the bug, it packaged the replay into a file and shipped it to Nvidia along with the full hardware context. PC Gamer’s report is explicit: it shipped the specific rig it was running on, plus “PC, monitor, hell, we even put the mouse and keyboard in there.” The point is not theatrical. It is that GPU driver behavior can be sensitive to environment, timing, inputs, and how the rendering pipeline interacts with a specific machine. By controlling as many variables as possible, GGG made Nvidia’s job possible instead of philosophical.
Nvidia eventually got back to the team, and the fix landed in phases. First, Nvidia confirmed that increasing the shader heap size would make the crashes go away completely. Then earlier this week, Nvidia released NVIDIA Game Ready Driver 610.88 with a note that directly maps to player pain: “Path of Exile 2: Fixed intermittent long pauses that could occur after extended gameplay sessions in DX12 mode.” For decision-makers, the important subtext is that the resolution moved from “game workaround” to “platform-level stability,” meaning fewer compromises for players and less ongoing engineering time spent mitigating symptoms.
Rogers frames the end of the saga in practical terms: with the reproduction problem solved and the driver fix delivered, the engine programmers can return to optimizing “some more normal performance problems.” That is the business value hidden inside the champagne bottle moment. When a live service game hits a driver-specific crash loop, it drains engineering cycles, can damage player trust, and forces tradeoffs like degraded visuals while waiting for the ecosystem to catch up. The difference now is that the fix is in the driver pipeline, so the burden shifts away from GGG and back onto routine performance iteration.
For boards, operators, and investors tracking game tech risk, this is a reminder of how quickly “just a bug” becomes an operational drag across support, content cadence, and retention. It also shows how modern debugging is a supply chain problem, not just a code problem. Your product depends on the GPU vendor pipeline, and vendor fixes usually require airtight evidence. In this case, GGG earned that evidence through hours of engine instrumentation, a long-session replay workflow, and a reproducible trigger every five to seven minutes. That is what turned intermittent freezes into a driver note with a version number.
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