Path of Exile 2 runs on almost anything — until a screen fills with skill effects in a packed hideout or a juiced endgame map, and then it’s a different game entirely.
Shopping for parts you don't own yet? Pick any CPU and GPU to see if it clears Path of Exile 2.
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Estimated, not measured — modelled from Aggregated from DSOGaming’s native-4K/DLAA performance analysis and GameGPU’s GPU benchmark suite, ultra settings, DLAA (no upscaling), open-field test areas. Hideouts, packed towns, and heavily-juiced endgame maps with dense skill-effect particles run well below these figures regardless of GPU — that’s a different, much more CPU/engine-bound scenario.. How we estimate FPS.
1080p high settings, easily past 100fps outside crowded hideouts and juiced maps.
1440p high settings that stay smooth through endgame map juice — the CPU cache is doing real work here.
4K with DLAA and full headroom for the busiest delirium-stacked maps you can build.
Open-field combat and campaign zones run extremely well on modest hardware — the numbers above reflect that. The real strain shows up in two specific scenarios: crowded town hubs and hideouts with dozens of other players and pets on screen, and heavily-juiced endgame maps (stacked Delirium, Breach, or similar) where skill-effect particle counts spike hard. Both are CPU/engine-bound moments that a bigger GPU won’t fix.
Pathfinding, minion AI, and damage calculation for dozens of simultaneous effects all run on the CPU. A fast, cache-heavy CPU (the X3D line performs well here for the same reason it does in other effects-dense games) keeps endgame maps smooth even when a lesser CPU would start dropping frames.
PoE2 natively supports DLSS, FSR, and XeSS for upscaling, which is unusually complete vendor coverage for an isometric ARPG. There’s no official frame generation; community mods exist to add it, but modding an always-online game carries its own risk and we’re not going to pretend otherwise.
Mostly GPU-bound in open combat, but CPU-bound the moment a hideout, town, or juiced map fills the screen with skill effects and other players. Both matter depending on how you play.
No — the game doesn’t use ray tracing. Any modern GPU handles it well; the harder question is CPU headroom for busy scenes.
8GB is comfortable at 1080p-1440p high settings. It’s not a VRAM-hungry game by modern standards.
Yes, mainly at 1440p/4K where native rendering cost adds up with dense particle effects — DLSS/FSR/XeSS all buy back frames without much visible quality loss at Quality mode.