Raid: Shadow Legends
RAID: Shadow Legends drops you into the dark-fantasy world of Teleria with over 800 champions to collect, build, and speed-tune into the perfect team....
Minimum and recommended PC specs to run the game
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RAID: Shadow Legends drops you into the dark-fantasy world of Teleria with over 800 champions to collect, build, and speed-tune into the perfect team....
RIFT drops you into Telara as an Ascended hero, wielding one of the deepest multiclass systems in MMO history to fight back dynamic planar invasions, ...
The Quinfall runs on Unreal Engine 5, and its spec sheet only makes sense once you factor in what Vawraek is actually asking the engine to do: render a single seamless world of 2,016 square kilometers with no zone loading, populate it with hundreds of player-built houses, ships, and siege structures that all persist and stream in at once, and resolve real-time non-target combat for dozens of players in the same battle without the whole scene grinding to a halt. That's an unusually heavy brief for a studio still finishing its own engine tech โ the developers have been public about migrating their custom Nanite and Lumen implementation into the live game gradually rather than all at once, and the requirements below reflect a client that's still absorbing those changes rather than a fully settled build.
The minimum GPU tier โ a GeForce GT 760 (2 GB VRAM) or Radeon R9 270X (2 GB VRAM) โ is a low bar by 2026 standards, and that's a direct consequence of Unreal Engine 5's Nanite system doing a lot of the heavy lifting on triangle counts rather than leaving it entirely to the graphics card. Nanite lets the engine render enormous amounts of detailed geometry without the traditional cost of manually authored levels of detail, which matters enormously in a world this size, where distant castles, coastlines, and forests all need to hold up at a glance. The jump to the recommended GeForce GTX 1060 (6 GB VRAM) or Radeon R9 390X (8 GB VRAM) exists mainly for Lumen's dynamic lighting and reflections, which get considerably more expensive the moment naval combat, weather effects, and crowded siege fights stack several light sources and reflective water surfaces in the same frame. The DirectX 11-to-12 jump between the two presets tracks that same story: DirectX 12 unlocks more efficient handling of the draw calls a seamless open world generates, and it's the tier Vawraek is clearly building its future optimization work around.
The CPU requirements โ an Intel Core i3-4160 (2 cores) or an AMD chip with four physical cores at the minimum, stepping up to an Intel Core i7-7700 (4 cores) or AMD Ryzen 5 5600X (6 cores) at the recommended tier โ reflect a game whose heaviest processing load isn't graphics but bookkeeping. A sandbox this open has to track every player-placed structure, every ship afloat, every animal captured or tamed, and every profession-related resource node across the whole map simultaneously, on top of resolving non-target combat's dodge windows and hit detection in real time rather than approximating it. Sieges are the worst case by a wide margin: trebuchets and other siege engines add physics objects to track, and a full castle assault can put dozens of players and their combat states in a single loaded area at once, which is exactly the kind of single-threaded, per-entity logic that benefits far more from strong per-core performance than from simply adding cores.
The Quinfall requires a constant internet connection even in solo play, which tells you the server is authoritative for more than just PvP โ it's tracking the housing, ships, and profession economy that make the sandbox function. That said, the moments where connection quality actually decides outcomes are combat-driven: non-target dodge timing punishes latency directly, since a delayed input during a siege or a naval boarding action is the difference between landing a counter and eating a hit. Large-scale sieges and open-water ship battles push the most players into synchronized combat state at once, and it's here that a stable, low-jitter connection matters far more than raw bandwidth โ a spike that's invisible while gathering resources alone in the countryside becomes a lost fight the moment a fortress gate is under attack by fifty players.
8 GB of RAM across both presets looks conservative next to the GPU and CPU columns, and that's because The Quinfall's memory load comes from breadth of systems rather than raw scene density: sixteen professions each with their own grade progression, a housing and ship-building interface, an inventory and trade system, and a seasonal world state that has to track weather and biome changes across five regions simultaneously. None of that individually is expensive, but all of it staying resident in memory at once, alongside a large streamed-in world, is why the recommended tier doesn't bother raising the RAM floor further โ the real cost driver on higher-end systems is VRAM and CPU headroom, not system memory. The 55 GB storage requirement is mostly a function of the map's sheer size: five distinct climate regions, naval assets, and the geometry needed to make a 2,016 square kilometer world hold up at close range all add up quickly, even with Nanite reducing the traditional need for multiple pre-baked levels of detail per asset.