No Rest For The Wicked
FPS performance data for different CPU and GPU combinations
A visceral Action RPG from Moon Studios featuring brutal combat and a stunning, hand-crafted dark fantasy world.
Minimum Requirements
- CPU: Intel Core i5-8400 / AMD Ryzen 5 2600
- GPU: NVIDIA GeForce GTX 970 / AMD Radeon RX Vega 56
- RAM: 16 GB
- Storage: 35 GB SSD
FPS Performance Dashboard
Compare FPS performance across different hardware configurations. Add systems to see how they perform at various resolutions and quality settings.
About No Rest For The Wicked
No Rest for the Wicked is what happens when the studio behind Ori decides to make a punishing isometric action RPG and refuses to compromise on the art. Moon Studios shipped it into Steam early access on April 18, 2024, and it immediately earned a second reputation alongside its combat praise: this game is heavy. Across 3,711 measured CPU and GPU combinations in our benchmark database, the average system records 81 FPS at 1080p Ultra, 52 FPS at 1440p Ultra, and just 27 FPS at 4K Ultra. The fastest configurations reach 489 FPS at 1080p Low, while the slowest stagger along at 22 FPS at 1080p Ultra. That spread, plus the brutal 4K number, tells you the essential story: Wicked looks like a hand-painted diorama and eats GPU cycles like a ray-traced AAA showcase, and it has a CPU appetite in its dense areas that the isometric camera does not warn you about.
Engine and hardware behavior: prettier than it is friendly
Moon Studios built No Rest for the Wicked on a heavily modified Unity foundation, customized far beyond what most people picture when they hear that engine name. The painterly look comes from dense materials, volumetric lighting, aggressive fog, and a global illumination solution that does real work in every scene. The isometric camera hides nothing: every frame renders the town of Sacrament or the shallows of the Nameless Pass with full material and lighting density, and there is no horizon-line trickery to cheapen the frame.
In practice the game splits its load like this. The GPU is the primary constraint at 1440p and 4K, where the average drops from 81 FPS to 52 to 27 make clear that pixel throughput and lighting cost dominate. The CPU matters more than the genre suggests: Sacrament, with its NPCs, physics objects, and streaming geometry, hits processors hard, and the game has carried shader compilation stutter since its first early access build, which punishes weaker CPUs and slow storage regardless of your graphics card. Memory sits at a firm 16 GB floor, and the game belongs on an NVMe SSD. Moon Studios required an SSD from day one for a reason: asset streaming hitches on a hard drive are constant, and even a SATA SSD shows its limits in fast traversal. If you are planning a gaming PC build around this title, weight the budget toward the graphics card first and the processor second, which is the opposite of our advice for most CPU-bound games in this library.
One more early access caveat: builds have changed performance meaningfully between major patches. The Breach update reworked large parts of the world and systems, and optimization passes have shifted frame rates in both directions. Treat any single measurement, ours included, as a snapshot of a moving target.
1080p analysis: the sweet spot, with caveats
At 1920x1080 Ultra, the 81 FPS database average puts No Rest for the Wicked in comfortable territory for most modern gaming PCs. A current mid-range graphics card paired with a reasonable 6-core CPU will sit near or above that mark, and at 1080p this is one of the better-looking games you can run at high refresh. The ceiling of 489 FPS at 1080p Low shows the engine scales down gracefully when you cut settings, and the strongest CPU and GPU pairings turn it into a genuinely high-frame-rate title.
The floor matters more than the ceiling here. The slowest measured configurations average 22 FPS at 1080p Ultra, and those are not exotic outliers: older quad-core processors, 8 GB memory configurations, and entry-level cards from two or three generations back land in that range, and they stutter on top of it because the CPU-side load in towns compounds with shader compilation. If your system is near the minimum spec, Low settings will get you to playable, but the experience in Sacrament will never be clean. The practical 1080p recipe from our data: a modern 6-core CPU, 16 GB of dual-channel memory, and a mid-range GPU gets you the 60 to 90 FPS band at Ultra, with tuned settings pushing well past 100 FPS for players on a 144Hz monitor.
1440p and 4K: the GPU bill comes due
At 2560x1440 Ultra the average falls to 52 FPS, and the character of the game changes. This is now firmly GPU-bound territory for most builds, and the 52 FPS average means a large share of systems sit below the 60 FPS line at native resolution. Upper-mid-range cards hold 60 at 1440p with modest tuning, and this is the first resolution where enabling upscaling pays off visibly. DLSS and FSR support has expanded over the course of early access, and at 1440p the Quality mode of either is close to free image quality for a substantial frame rate return. If you are shopping for the best graphics card for No Rest for the Wicked at 1440p, target a card that benches near 70 FPS native in our tables, because upscaling then carries you to high-refresh territory with headroom for the heavy scenes.
At 4K Ultra the 27 FPS average is the headline number of this entire page. Very few games in our library punish 4K this hard; the lighting and material density that make Wicked beautiful at 1080p become an enormous per-pixel cost at 3840x2160. Even flagship cards need upscaling to hold 60 FPS at 4K in the demanding areas, and high-end cards from a generation back sit in the 40s. The honest guidance: at 4K, run Ultra with upscaling at Quality or Balanced, accept the reconstructed image, and enjoy one of the best-looking games on PC. Trying to brute-force native 4K Ultra in this title is money spent for frames you will immediately lose in the next patch.
Settings and recommended configuration
Wicked does not have a competitive settings meta the way a shooter does; there is no tactical advantage to Low shadows when the camera is fixed overhead. The goal is stable frame times and a clean image, and a few options do most of the work.
Resolution and upscaling first: at 1440p and 4K, enable DLSS or FSR at Quality before touching anything else. At 1080p, run native unless your card is genuinely entry-level. Lighting, volumetrics, and shadow quality are the expensive trio; dropping shadows one notch and volumetrics one notch recovers a meaningful slice of frame rate with almost no visible cost at the isometric distance. Effects quality matters in fights with heavy ability spam, where particle load spikes frame times. Texture quality is nearly free if you have 8 GB or more of VRAM, so keep it high; the painterly textures are the game's identity.
Two settings-adjacent fixes belong in every recommendation. Install on an NVMe SSD, full stop. And let the game sit at the menu or in the first area for a few minutes after a patch or driver update so shader compilation finishes before you judge performance; a large share of "this game stutters" reports trace back to compilation hitches in the first hour after an update.
What hardware do you need? Tiers from our data
Entry level (older quad-core, 8-16 GB RAM, entry GPU): 1080p Low at 30 to 50 FPS based on our lower-percentile data, near the 22 FPS floor in the worst cases. Playable for the story, rough in Sacrament, and the tier most exposed to shader stutter. Add RAM and an SSD before anything else.
Mid-range (modern 6-core, 16 GB dual-channel DDR4 or DDR5, mid-range GPU): 1080p Ultra near the 81 FPS average, 1440p tuned at 55 to 75 FPS. This is the sensible target for most players and the tier where the game looks close to its best without drama.
High-end (strong 8-core or X3D-class CPU, 32 GB, upper-tier GPU): 1080p at 120 FPS and above, 1440p Ultra at 80 to 110 FPS with upscaling in reserve. A 144Hz monitor at 1440p is the natural pairing.
Flagship (top-tier CPU and GPU): 4K at 60 to 90 FPS with upscaling, and the only tier where native 4K approaches playable in lighter areas. Even here, the 27 FPS database average at 4K Ultra hangs over every native-resolution ambition.
Laptop playability
Gaming laptops run Wicked reasonably well with caveats. An HX-class processor laptop with a current mobile GPU lands in our mid-range tier, which means 1080p Ultra near 60 to 80 FPS and a good time. The problems are the usual laptop ones amplified: shader compilation stutter is worse on mobile CPUs with fewer cores, thermals drag the GPU down in the long sessions this game invites, and 8 GB VRAM mobile parts feel the 1440p pinch sooner than their desktop twins. Thin-and-light laptops and integrated graphics are effectively out; the 22 FPS floor at 1080p Ultra is close to what the strongest iGPUs manage at settings worth looking at. If you play on a laptop, cap the frame rate to 60, run upscaling even at 1080p, and keep the machine on a hard surface, because sustained load is where this game lives.
Streaming and content creation
Wicked is a single-player and co-op RPG, so the streaming setup question is about comfort, not competition. Use a hardware encoder, full stop: NVENC on NVIDIA cards or AMF on AMD cards produces a clean 1080p60 stream for a few percent of GPU performance, while CPU x264 encoding competes directly with a game that already leans on your processor in towns and fights. This is exactly the scenario where hardware encoders earn their keep. If you record footage for video editing rather than streaming, the same advice scales up: capture with NVENC at a high bitrate and cut later, because the game's darker scenes punish low bitrates badly, and the painterly gradients band noticeably on aggressive compression. For creators running a workstation that doubles as a gaming rig, Wicked is a title where 32 GB of memory pays off in both directions, since the game, the encoder, and an editor's preview cache coexist much better with headroom.
Common problems and fixes
Stutter in the first hour after a patch or driver update: shader compilation. Let the game idle in a safe area for several minutes, and the hitches largely clear. Updating drivers before big content patches helps.
Frame drops in Sacrament that no graphics setting fixes: CPU and streaming load in the dense town area. Lower shadow and effects quality, close background applications, and make sure the game is on an SSD. This is the most CPU-bound area in the game.
Long loads and hitching while traversing: storage. The game was designed around an NVMe SSD and degrades visibly on SATA and hard drives. Move the install.
Worse performance after a major update than before it: a known early access pattern. Optimization passes move things around; check patch notes, re-run shader warm-up, and verify your settings file did not reset to defaults.
8 GB VRAM cards struggling at 1440p and above: texture and lighting buffers exceed the card. Drop texture quality one notch and enable upscaling before lowering anything else.
Upgrade priorities for Wicked players
The upgrade order for this game is refreshingly conventional. First, the graphics card: the 81 to 52 to 27 FPS falloff across resolutions is a GPU signature, and a GPU upgrade is the single change that moves every resolution at once. Second, storage and memory together: an NVMe SSD and 16 GB of dual-channel DDR5 (or solid DDR4) fix the stutter class of problems rather than the average FPS class, and they are cheap relative to the improvement in how the game feels. Third, the processor: a CPU upgrade matters for the Sacrament frame-time floor and for shader compilation speed, but only after the first two are handled. If you already hold 60 FPS at your target resolution and it still feels bad, the answer is almost always storage, RAM configuration, or shader warm-up rather than raw hardware.
Frequently asked questions
Q: Is No Rest for the Wicked CPU or GPU intensive?
A: Mostly GPU intensive, especially at 1440p and 4K, where our averages drop from 81 FPS at 1080p Ultra to 52 and 27. The CPU matters in dense areas like Sacrament and for shader compilation, but the graphics card sets your ceiling.
Q: What is the best graphics card for No Rest for the Wicked?
A: At 1080p, a current mid-range card sits near the 81 FPS average at Ultra. At 1440p, target an upper-mid-range card and use DLSS or FSR Quality. At 4K, even flagships need upscaling, since the database average at 4K Ultra is only 27 FPS.
Q: How much RAM does No Rest for the Wicked need?
A: 16 GB is the real floor, and dual-channel configuration matters for frame-time stability. 32 GB is comfortable headroom for streamers and creators rather than a requirement for play.
Q: Why does the game stutter even when my FPS looks fine?
A: Shader compilation after patches or driver updates, plus asset streaming from slow storage. Let the game warm up after updates and install it on an NVMe SSD. Those two fixes cover most stutter reports.
Q: Does No Rest for the Wicked support DLSS and FSR?
A: Upscaling support has expanded during early access, and at 1440p and 4K you should treat it as mandatory rather than optional. Check the current build's display options, since early access patches have changed the feature set more than once.
Q: Is it playable on Steam Deck or integrated graphics?
A: Borderline at best. The measured floor is 22 FPS at 1080p Ultra on weak hardware, and handhelds need low settings, upscaling, and a 30 to 40 FPS cap to stay consistent. It runs, but the visuals that define the game are the first casualty.
In short: Wicked's place in 2026
Two years into early access, No Rest for the Wicked has settled into an unusual position: it is one of the best-looking games on PC and one of the few isometric titles that can anchor a GPU benchmark table. Our 3,711 measured combinations put it at 81 FPS average at 1080p Ultra, 52 at 1440p, and a sobering 27 at 4K, numbers that make it a genuine stress test at high resolution while staying accessible to any sensible mid-range build at 1080p. The early access caveats remain real: patches move performance, shader stutter flares after updates, and the full release will likely reshuffle everything again. But the hardware logic is stable and the data is consistent. Buy the GPU for the resolution you actually play at, put the game on fast storage with 16 GB of dual-channel memory behind it, and let upscaling carry the 4K dream. Do that, and Wicked delivers what Moon Studios promised with the Ori games: a world that looks painted, running at frame rates that let the combat breathe. Skip the fundamentals, and you will meet the 22 FPS floor in the prettiest town in action RPGs. The database numbers above are the map; where you land on them is your build's decision.