It's well agreed upon in the industry that 60 fps is the standard playable framerate target for highly interactive PC games. It's not ignorant at all. There's a reason even Carmack made the
decision to aim for 60 fps in his engine instead of trying to make the game look prettier but get only 30 fps (which is generally standard for console engines). Many games make the tradeoff to get better visual effects from limited hardware (in consoles) by making rendering each frame up to twice as expensive. Responsiveness is generally more important than the pretty-factor in PC gaming, but the benefit of PC gaming is that your hardware can be so extremely over the top for the engine that you can achieve > 60 fps even with all of those settings enabled.
The reasoning from the man himself is quite explicitly for usability: "It's more responsive. It's crisper. It's smoother."
That's why enthusiasts care about top-end hardware getting 60 fps in benchmarks with max settings at exotic resolutions (2560x1600, for example, and soon to become the standard 4K resolution of 4096x2160 as of Dell's introduction of a nearly affordable $1300 model into the market). It means they will get the all the benefits of seeing a game as it was meant to be seen and all the playability they expect. That's why some people are willing to shell out $3000-5000 on a PC. However, that requires that the engine can actually scale with hardware. That's something Rift cannot do.
The engine in Rift is somewhere around 10 years old. It's not "cutting edge." Every feature in Rift has been standard in engines since about 2005 or 2006, and all of those engines pull 300-500 fps on modern hardware, which makes them CPU bottlenecked. The performance we see is really inexcusable.
Because the game is good in spite of its flaws. It has always had enormous potential. It's not my fault or anyone else's fault here except Trion's that it doesn't live up to that potential. Between failing miserably to fix the performance issues the game has and failing to listen to the community, Trion has driven its golden goose into the ground. And those decisions aren't impossible or even expensive to fix. It's just the fact that management chooses not to fix them. That's the crux of the problem here, and that's a well known problem within Trion, both from devs and from the obvious apathy with which they treat all of their customers.
I've heard from no less than 5 people in the last week, and from every person who has ever played Rift that I've talked to for more than a few minutes, that they would enjoy playing Rift so much more, and many would even recommend it to friends, if it wasn't such a terribly performing game. The fun parts of it force you to get 10-20 fps. I won't even recommend that to my friends, not even if it costs them $0.
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