Posted November 29, 2021
As someone who likes adventure games and being a "turtle" player in general, a hack'n slash / tower defense game was just what the doctor ordered for me, and I've probably been spending way too much time with the game already.
I am also a completionist, so seeing the few "undiscovered" species in the log is simply unacceptable, so I have been delaying ending it as much as I can, trying to find what's left. Though I probably screwed myself when I removed a couple of the resource scouting outposts without checking every little nook and cranny.
I did use a resource cheat in the beginning, until I got the hang of all the mechanics, because I found the loading tool-tips to be of more use than the seriously lacking ingame instructions on how to connect things, and what to do about it when random icons started popping up on various buildings.
However, something unexpected, and also something I fear inherently cannot be fixed, is how the main base map is progressively slowing down over time. It's like everything is moving in slow motion right now, with consistently low FPS. It's not a hardware problem, I know that for a fact, and the issue is only present in the main map. And zooming out or when the base is attacked by creatures, it gets way worse. But if I jump to a resource deposit, everything runs silky smooth, regardless of what I do.
Game version is 1.45.
EDIT: Updated to 1.50 - little to no performance change with lots of cultivators on the map.
Hardware specs:
Windows 10 Pro 21H2
Asus Z490 Maximus XII Hero
Intel i9 10900K @ 5,00 GHz all-core (game temps in the mid-70s)
Aorus Xtreme RTX 3080 (driver version 496.76)
Corsair 64 GB 3200 MHz RAM
OS and Games on separate, dedicated NVMe SSDs (Adata XPG SX8200 Pro).
Playing on 1440p (2560x1440) max settings, though stretching it out across all 3 monitors (7680x1440) or half resolution drawing on a single screen, windowed mode or full screen, makes almost no difference.
I keep reading The Riftbreaker is mainly CPU-driven, which probably means most game objects (like trees) are CPU-drawn, like NPCs in Cyberpunk (hence the generally lower framerates in populated areas in CP77). I'm not a programmer, but my guess is this cannot be fixed, and that all the game objects are physically limited to take up 2-4 CPU-cores (unless object drawing, or whatever the issue is, can be scaled to use more CPU-cores depending on the system).
While I play, I see a lot of activity on 4 cores (and they're not even maxed out), while the rest of the cores are usually taking a snooze. The GPU seems to be almost idling most of the time as well. Almost ironically, the Cultivators, which are essential late game, are the worst FPS-killers.
In any case, this is highly annoying and effectively makes a rather compelling argument to finish the game as quickly as possible in future playthroughs to avoid the issue. The whole game also seemingly hard-locks for a few seconds while it auto saves, which was very surprising to see considering my game storage drives.
I am also a completionist, so seeing the few "undiscovered" species in the log is simply unacceptable, so I have been delaying ending it as much as I can, trying to find what's left. Though I probably screwed myself when I removed a couple of the resource scouting outposts without checking every little nook and cranny.
I did use a resource cheat in the beginning, until I got the hang of all the mechanics, because I found the loading tool-tips to be of more use than the seriously lacking ingame instructions on how to connect things, and what to do about it when random icons started popping up on various buildings.
However, something unexpected, and also something I fear inherently cannot be fixed, is how the main base map is progressively slowing down over time. It's like everything is moving in slow motion right now, with consistently low FPS. It's not a hardware problem, I know that for a fact, and the issue is only present in the main map. And zooming out or when the base is attacked by creatures, it gets way worse. But if I jump to a resource deposit, everything runs silky smooth, regardless of what I do.
Game version is 1.45.
EDIT: Updated to 1.50 - little to no performance change with lots of cultivators on the map.
Hardware specs:
Windows 10 Pro 21H2
Asus Z490 Maximus XII Hero
Intel i9 10900K @ 5,00 GHz all-core (game temps in the mid-70s)
Aorus Xtreme RTX 3080 (driver version 496.76)
Corsair 64 GB 3200 MHz RAM
OS and Games on separate, dedicated NVMe SSDs (Adata XPG SX8200 Pro).
Playing on 1440p (2560x1440) max settings, though stretching it out across all 3 monitors (7680x1440) or half resolution drawing on a single screen, windowed mode or full screen, makes almost no difference.
I keep reading The Riftbreaker is mainly CPU-driven, which probably means most game objects (like trees) are CPU-drawn, like NPCs in Cyberpunk (hence the generally lower framerates in populated areas in CP77). I'm not a programmer, but my guess is this cannot be fixed, and that all the game objects are physically limited to take up 2-4 CPU-cores (unless object drawing, or whatever the issue is, can be scaled to use more CPU-cores depending on the system).
While I play, I see a lot of activity on 4 cores (and they're not even maxed out), while the rest of the cores are usually taking a snooze. The GPU seems to be almost idling most of the time as well. Almost ironically, the Cultivators, which are essential late game, are the worst FPS-killers.
In any case, this is highly annoying and effectively makes a rather compelling argument to finish the game as quickly as possible in future playthroughs to avoid the issue. The whole game also seemingly hard-locks for a few seconds while it auto saves, which was very surprising to see considering my game storage drives.
Post edited December 27, 2021 by PaladinNO