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So, after 180 hours, I finally finished WOTR. It was a wonderful ride, although I won't lie that I was a bit fatigued at the end. I played 99% of the game in turn-based mode on Core difficulty but switched to real-time Normal after the last fight in Threshold. My FPS in that fight was abysmal, hovering at 30 with constant drops to 8 FPS (!) when there were AOE spells on screens (on Ryzen 2600X and RTX 3060 Ti).

It was the straw that broke the camel back after the FPS sh*tshow that was Act 4. I just couldn't handle it anymore + the fight itself is so badly designed, so I switched to real-time and lowered the difficulty.

So, for the love of all that is holy and unholy, dear Owlcat Games, plsease change your engine for your next game!!! There are few areas in the game when it runs at beautiful 70-80 FPS with zero drops, and it's glorious how good it plays in those moments.

Also, turned out that I became renegade Aeon and couldn't make the true Aeon ending. :( Shame, since I remember that in Act 3, after I switched alignment to Lawful, I was specifically told that now I can render judgment how I see fit. Well, seems it wasn't true :( Anyway, great game, but it got a bit bittersweet for me at the end.

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almost 3 years ago - /u/OwlcatStarrok - Direct link

Originally posted by solrac137

The only problem i had was on my legend ru on threshold when the devil guy summoned like 49193919392 dogs and crashed my game hahaah

WHO LET THE DOGS OUT

almost 3 years ago - /u/OwlcatStarrok - Direct link

Performance problems in later acts are a known issue and are being looked at in the next wave of fixes and improvements.

almost 3 years ago - /u/OwlcatStarrok - Direct link

Originally posted by raggnarok

That's great, but you know, we're 6 months after the release. Stuff like that MUST be addressed quicker.

The game is vast, and we are a relatively small studio, so there's only a limited amount of development resource we have. While optimization is important for the user experience and we already implemented certain improvements over these months, gamebreaking bugs were higher in priority. But now, as we reached the point where the game is reasonably stable, we're diverting a lot more resources to optimization.