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The Blood of Dawnwalker PC fixes aim for higher frame rates

Chris Slate Editor - Gaming Platforms & Editorial Analysis Next-Gen Gaming Blog

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The Blood of Dawnwalker PC fixes aim for higher frame rates Next-Gen Gaming Blog
The Blood of Dawnwalker PC fixes aim for higher frame rates

Rebel Wolves is preparing more PC performance fixes for The Blood of Dawnwalker. Game director Konrad Tomaszkiewicz says the studio is still collecting hardware data, even as he questions whether a single-player RPG needs to reach 120 FPS or more.

Rebel Wolves is planning more PC performance work for The Blood of Dawnwalker. Complaints after launch showed the gap between what many players consider acceptable and what they now expect from a PC release. Game director Konrad Tomaszkiewicz says the studio is testing different hardware configurations and working on fixes. He has also questioned the focus on 120 or more frames per second in a single-player role-playing game.

Performance remains the priority

The message for PC players is simple. The current version is not the final word on performance.

The Blood of Dawnwalker launched on 3 September 2026 for PC, PlayStation 5 and Xbox Series X|S. Early PC reports pointed to stutter and other technical problems, which led to hotfixes. Intel Gaming Access reported that Rebel Wolves sees optimization as ongoing work. The studio plans to keep releasing patches that improve performance instead of treating launch day as the end of that process.

There is already evidence of targeted work. Independent coverage indicates that a 10 September 2026 hotfix changed the shader-compilation pipeline to reduce stutter and lag for some users. That does not mean every PC configuration has been fixed. It does show that the studio has started addressing specific technical causes instead of offering only general assurances.

In comments to Eurogamer, Tomaszkiewicz said the team is collecting information about players' hardware. The number of possible PC configurations makes optimization difficult. He also separated broadly smooth performance from the much higher figures some players want.

His view is that a game running above 60 frames per second already offers a good experience, even if it does not reach 120. Eurogamer reported that Rebel Wolves is still gathering hardware data from players so it can target fixes across the wide range of systems.

That does not erase the complaint. A frame rate of 90 or 70 frames per second may be easy to play, but it is still below what a player with a high-refresh-rate monitor and suitable hardware may reasonably expect from a PC release. Rebel Wolves has acknowledged that expectation. The studio says it will keep working toward better performance instead of treating the current result as enough.

The 120 FPS dispute

Tomaszkiewicz's doubts are tied to the game's genre. The Blood of Dawnwalker is not a competitive shooter, where fast camera movement and split-second aiming can make very high frame rates central to play. Its combat, exploration and story systems do not demand the same response targets as a multiplayer action game built around precise gunplay.

That is a fair technical distinction. It is not a strong reason to dismiss the demand.

Higher frame rates shorten the delay between input and the response on screen. Steadier frame delivery can also make camera movement and animation feel cleaner. Those benefits still matter in a single-player RPG, even when they do not change the game's design.

The numbers explain why the disagreement continues. The director referred to players complaining when a game running above 60 FPS delivers 90 or 70 instead of 120 or more. Those figures are not measurements from an independent test of every PC configuration. They describe the performance expectations being discussed and the results prompting complaints.

More than a frame rate fix

Performance is only one part of Rebel Wolves' planned work. A major update scheduled for early October is set to add a new easier difficulty option. It will also bring changes to combat targeting and improvements to escaping battles, alongside continued performance work.

The studio is also working on another difficulty intended to make the game more accessible, along with combat changes and adjustments to animal behavior. The source material does not show that these features have already been delivered. They should be treated as planned work, not completed changes.

That difference matters. A post-launch promise is not the same as a verified result. A developer can identify a problem and commit to fixing it without having solved the technical issue. The same applies to gameplay changes. Until an update is released and examined, players cannot know whether the new difficulty or combat adjustments will materially improve the experience.

The wider PC discussion also connects to an earlier analysis of how ambitious visual features can increase the demands placed on compatible hardware. The Blood of Dawnwalker's issue is different, but the question for players is similar. Visual ambition matters only if the game remains responsive on the systems it supports.

What players should expect

Players should expect Rebel Wolves to pursue better PC performance. They should not expect a guaranteed 120 FPS mode on every system.

The studio has confirmed that improvements are in progress. The available information does not name a specific hardware target or final frame-rate ceiling. The early-October update sets a timetable for a wider group of gameplay changes. It does not promise that every PC performance issue will be solved by then.

That leaves performance above 60 FPS as a reference point, not a guarantee. Results will still depend on hardware and configuration. The available reporting does not establish whether the cited figures apply to particular settings, resolutions or areas of the game. Treating the director's comments as a universal benchmark would therefore go beyond what has been confirmed.

The sensible standard is not that every single-player RPG must reach 120 FPS. A PC version should deliver stable frames, responsive controls and enough settings to let capable hardware perform properly.

Rebel Wolves is right to question whether 120 FPS is essential to the design. The studio is also right to keep improving the game. Smooth performance is part of the experience, not a cosmetic extra.

Frame rate and frame pacing are related but different. Frame rate measures how many images are produced each second. Frame pacing measures how evenly those images arrive. An uneven 60 FPS presentation can feel worse than a stable lower result.

That is why the value of Rebel Wolves' fixes should be judged by responsiveness and consistency, as well as by the highest number visible on a counter.

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