The game's teleportation settings don't appear to let players restrict "snap turning" to a single hand, which means I might try to press on my left-hand joystick to initiate a teleport, only to turn 30 degrees instead. To move around the island in VR, players can choose between smooth motion and teleportation, though Cyan hasn't tuned the latter as well as I'd hoped. As a result, you'll want some sort of mild radius to account for such hand-reaching moments. With my preferred setup, this meant bumping my hand into my nearby real-life desk. Conversely, while the game works great as a seated-VR experience, testing it this way resulted in a few moments where I had to physically reach forward to touch a button, due to the in-game movement getting stuck on geometry. If speedrunning Myst sounds good to you, then you should try doing so in VR. I will say, it's nice to reach for a switch, then immediately turn and move in another direction, instead of being stuck in the stitled mouse-control ways of old. (Hence, again, you're not missing much if you pick consoles over PC.) PC-VR impressions: Look, Catherine, I have hands! Myst has been designed to look handsome thanks to pre-baked lighting, not because dazzling, dynamic lights are erupting from the pages of its mysterious books. The result is arguably great news for the vast majority of gamers who don't own GPUs with dedicated ray tracing capabilities. The biggest exception might come from the reflective water lining so many of Myst's islands, but even with ray tracing on, these bodies of water don't reflect much of what's around them. As a result, the game rarely has a reason to calculate precise light ray bounces. Your in-game avatar doesn't appear as a reflection on any surfaces, and most of the game's lighting systems are fixed or static, not dynamic. That's an unsurprising dive in performance, owing to how intensive ray tracing calculations can be, but Myst 2021 struggles to expose any good reason to enable such a performance hit. There's also the matter of the game's optional ray tracing toggles on PC slicing frame rates by roughly 36 percent. I can stomach a low refresh rate, but not a jumpy one. That needs addressing before I can recommend this game on a wide range of PCs. The frame rate average may read quite high, at roughly 110 fps, but the very, very bumpy frame time chart tells a different story. However, my primary gaming laptop (i7-9750H, RTX 2070 laptop edition) currently suffers from extreme frame pacing stutter unless I bring the game's settings down to the lowest possible at 1080p resolution, with or without ray tracing enabled. My primary testing rig (i7-8700K, RTX 3080) can run the game at max settings at 1440p with generally steady frame rates. Thoughts on PC optimizations, ray tracingĪs of press time, the biggest catch is that there's something seriously wrong with engine optimization on lower-end PCs.
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