Actually I somehow managed it today to play 10 missions in a row without any issue - I did not delete the PSO files before. Guess there’s something new every day
… Will further investigate this.
I mean, setting textures quality to Medium helped in my case, but if I get back to High, I’m starting to experience this issues again. But anyway FS should fix this. What’s the point to have all this technologies and stuff in your game if can’t handle basic stuff xD
Deleting all the related shader files in AppData\Roaming\Fatshark\Darktide and temporarily removing the bundled_shader_cache.hans in steamapps\common\Warhammer 40,000 DARKTIDE\shader_cache and playing without shader creator working for few matches somehow managed to rebuild the pso files with 0% fail rate
After session with few games without shader creator working:
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After one session with shader creater reenabled:
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Third session had it steady and without fail:
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I think actually not deleting the pso files before each start and letting them slowly rebuild is the key. In any case the game still hang itself on exit and even with the pso files being just fine the pre-hotfix state wasn’t achieved!
think actually not deleting the pso files before each start and letting them slowly rebuild is the key.
@silentbob515 Thx for Info! Can also confirm this after playing a few matches last weekend - seems the update broke the cached shaders - deleting them and then carefully rebuilding the cache is the key. Anyway it took several attempts with different settings for me to get under 5% fail rate - at the moment I have returned to my old settings. Most matches do work - if a match is broken, which still can happen every ~10 missions - I just restart and it’s fixed.
In any case the game still hang itself on exit and even with the pso files being just fine the pre-hotfix state wasn’t achieved!
Correct.
Today the last Hotfix for this year was released - I think with our learnings we can manage to keep the game running until next year. Merry Christmas and happy New Year Imperial citizens ![]()
Happy to contribute, take care m8 o7
Those are actually the meshes (models)
One potential fix for that would be disabling the mesh streamer.
Go to "C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40,000 DARKTIDE\bundle\application_settings\settings_common.ini" (default game path, depends on where you installed the game) and find this section:
mesh_streamer_settings = {
disable = false
eviction_timeout = 5
frame_time_budget = 1
io_buffer_budget = 10240
limit = 700
}
Change disable = false to disable = true and don’t forget to save the file because modern Windows notepad doesn’t actually prompt you to save on exit ![]()
This forces the game to only load in the high quality meshes at the cost of ~2gb more VRAM and portrait/weapon/cosmetic icons loading in slowly (because those are all live rendered with the models) but it should make this a lot more stable.
Adding to this, any time I’m tinkering and wipe my appdata folder or do a fresh driver install I always do a lap or two around the mourningstar and then go to the meat grinder to splatter some enemies to brute force rebuild the most common PSOs.
Make sure to make the flamers explode and toss some grenades around. Better yet, go in with a class with unique vfx like psyker and use your blitz and a staff or two. Restart the game and hopefully the next few matches you play won’t be too bad.
I did some forum snooping a while back and found out the .pso_lib files used to be created during the shader cache process in the launcher along with shader_cache.hans but that was years ago. It’s been broken for a long time.
That helped a lot with my mesh issues! However, I still have very slow loading textures on player armor, mutants, dogs, bosses, etc.
Do I need to go from high textures to medium or is there anything else I can try that you can think of off the top of your head? Thanks!
Unfortunately medium textures seem to be the only easy answer. They don’t look so bad as long as you aren’t on a 4K display at least and imo it’s better to have the consistency. I’d much rather have that when I’m knee deep in the horde.
I have a hunch that direct storage just crashes during game launch and reverts to fallback values instead of the intended ones considering (iirc) a DStorageQueue should only be created on game launch and Darktide requires a game restart to change texture quality.
Change
disable = falsetodisable = true
This is also extremely useful to all the people that suffer on FPS loss and/or stutter and experience issue with smoothness post Hotfix(es).
This solved my issue with virtually everything the hotfix broke performance wise
Change
disable = falsetodisable = true
Credit where credit is due (and I don’t know who first proposed this); I’ve had mesh_streamer disabled since june, when I first began tinkering with some of the backend settings and it’s the only change where I immediately noticed a reasonable improvement in performance. ![]()
and I don’t know who first proposed this
One of the devs a long while back I think, though they’re on parental leave now iirc
The only dev willing to put up with a forum filled with people insulting them ![]()
with people insulting them
Yet they somehow decided to release new monetized content on servers that seemingly struggle with it, while at the same time attempting to “improve” and subsequently “hotfix” (and other euphemisms for breaking the game) something that could have waited, leaving behind fairly unpleasants results that still remain to be fixed…and all that before leaving for a big holiday vacation, which was hardly an uknown variable they couldn’t see coming
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To insult them is surely unbecoming, but why waste any respect at all on this?
Yet they somehow decided
something that could have waited
The thing is the people working on the game and the people making/enforcing release deadlines are never the same people.
See: Borderlands 4 having abysmal launch performance and Randy Pitchford just telling people it’s “already optimized” so live with it. Cut to 3 months later and the actual devs were able to boost framerates by ~40% from what I’ve heard. Obviously a small delay would have helped a whole lot and made that situation into less of a clown show but hey Q3 revenue had to go up amiright.
While they’re still independent, FS is at least somewhat beholden to parent company name and GW. I get having some level of irritation over stuff but it needs to be balanced out with at least a little understanding otherwise you’re just miserable all the time. And we all know the average gamer is the most levelheaded kind of person when it comes to that stuff right ![]()
I guess I’m the outlier though because I just want to know why this game is the way it is. It’s how I found out AMD’s anti-lag is what causes the psyker shields to turn into a psychedelic rainbow bubble. You can’t get bugs like this anywhere else. Besides I already read game dev + SDK stuff for fun. That’s one of the reasons I roll with AMD, I can just go to GPUOpen and start scrolling but if I want to learn more about Nvidia stuff past a certain point it’s sign an NDA or go away.
tl;dr Have beef with the bigger picture, the individuals are usually cool.
I make sure to mostly point at Fatshark’s processes and institutional, structural and managerial issues. Individual devs are generally very helpful and I mostly don’t see anyone target specific devs. A lot of actions do get critiqued though, but english doesn’t have a difference between a personal ‘you’ or a collective ‘you’ so that makes that a bit murky.
seems to be back. PSO fail rates between 12-15% consistently, creates corrupted shaders on exiting the game. Nvidia 5080 so it’s not an AMD thing.
Came to say I’ve been having the exact same issue ever since the addition of Rotten Armor.
I have tried setting textures to medium instead of high, changing values in settings_common.ini, disabling the mesh streamer,
Escalating to
Deleting AppData, Reinstall of the game, reinstalling the game on a different ssd, and even a fresh install of the game on a new pc have not resolved the issue.
It seems tied to either x3d processors or something to do with upscaling, maybe both.
However, this texture streaming bug seems pretty well known by now. Has there been any new info to share on any possible fix?
Old PC: 3080, 5800x3d, 32gb ddr4 ram, Win 10, Gen 3 Nvme ssd
New PC: 5080, 9800x3d, 64gb ddr5 ram, Win 11, Gen 5 Nvme ssd
You actually may be right. Don’t remember having that problem when I was on 3700, now I am on 5800x3d and see that constantly. My friend the same, literally, but he’s on 9800x3d now. The problem is way more with framegen on, less with dlss.

