However, the time the game takes to actually launch is about 4 minutes after I click the PLAY button in steam. Is this normal? If not, what can I do to shorten the launch time please? This doesn’t happen with any of my other steam games.
I have a similar (or the same) problem. Sometimes (maybe around 50%) I press the “Play” button and Steam says the game is running, but the game is nowhere to be seen. Even after waiting a few minutes, nothing. Then I stop it and try again, until it works after a few tries.
(Linux btw, no idea if it matters in this case)
Edit: The CPU is working hard if that happens and the fans get louder, so something is happening even if the game window doesn’t come up.
I’ve always had this issue. I have moved my steam to a SSD and it still takes 2 mins to load. PoE 2 is instant. I’m actually not sure why LE is this way.
I’m confused. It’s only <30s for mine to get to the “play online” button (~15s till the LE splash screen comes up). Am I doing it wrong? Is my generic SSD from 2-3 years ago too fast (it’s definitely not an nVME drive)? I’m not sure I have a HDD any more to test it out on.
I’ve found more often than not that game won’t launch on first attempt. The process is running but nothing else. However, if I cancel the game and relaunch, it takes less than 20 seconds to get me to the login/Play Offline Window(s).
It seems to have gotten worse with last week’s update, I now need 3-4 attempts to launch the game. A friend of mine started to see the same problems on windows.
The log of such an attempt looks like this:
[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers.
Initialize engine version: 2021.3.42f1 (f1197811e8ce)
[Subsystems] Discovering subsystems at path Z:/opt/games/SteamLibrary/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: AMD Radeon RX 7800 XT (RADV NAVI32) (ID=0x747e)
Vendor: ATI
VRAM: 16368 MB
Driver: 31.0.21902.5
D3D11 device created for Microsoft Media Foundation video decoding.
Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Sirenix.Serialization.GlobalSerializationConfig:get_Logger()
Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&)
Sirenix.Serialization.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader)
Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader)
Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader)
Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader)
Sirenix.Serialization.ReflectionFormatter`1:DeserializeImplementation(T&, IDataReader)
Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader)
Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader)
Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext)
Sirenix.OdinInspector.SerializedMonoBehaviour:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()
The log of a successful launch starts in the same way and continues with an error message - maybe it’s related?
The referenced script on this Behaviour (Game Object '<null>') is missing!
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 2.501000 ms
Uploading Crash Report
2025-05-11T15:10:49.5195315+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object.
at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0
Similar. Usually my game will launch within a minute or so. But sometimes it takes a bit, and once in a while it won’t launch at all, although Steam says it’s running.