Posted on: January 20, 2019

DonnyTheWalrus
Verified ownerGames: 197 Reviews: 5
Unfortunately un-optimized
I hate to do this, because the game is gorgeous and the music is wonderful, but the optimization is just non-existent and it makes it essentially unplayable for me. The camera is also very painful to play with, the gameplay can be awkward at times, and I can't really speak to the story quality, but the real issue is the performance. Note that I have an i5-7600k CPU, a GTX 980, and 16 gb of DDR4 RAM. This system could play The Witcher 3 at 1440p on ultra and get 50fps. RIME should not be the sort of game that brings it to its knees. But it does. And its unoptimized status is confirmed by the fact that reducing graphical quality does not drastically improve performance. (We are talking FPS levels in the 20s at times.) For instance, there appears to be very little LOD work being done. Usually, an engine will automatically reduce the detail and quality of meshes and textures when they are very far away. This improves performance without noticeably reducing fidelity at all. Sadly this game doesn't seem to do that, because (for instance) particle effects that are taking place halfway across the world show up with the same level of detail as those taking place on the other side of the path. Besides being taxing, this actually takes me out of the world a bit, because I am so used to LOD being used. When the detail doesn't fade at distance, it makes everything seem artificially close. I wish this weren't the case, because the game seems earnest and it's got a lot of promise. Unfortunately, many indie games that push 3D gfx seem to fall victim to this trap. Unreal makes it very easy to turn up the visual quality; but optimization can be challenging for any game. I wish indie devs would learn -- you HAVE to be able to hit at least a steady 30fps on AVERAGE hardware before you release. It's almost mandatory. Since this one doesn't, I can't recommend it.
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