Skip to content

Adventure

Sea of Thieves

A shared world with expensive water simulation, where sailing between islands streams continuously and a ship fight adds a sharp load spike on top.

  • streaming
  • gpu-bound
  • network-sensitive

Why this game, specifically

Sailing is a steady streaming load; a fight between crews is a spike on top of it. Because it is a shared world, network behaviour also matters more than in a single-player game of the same size. ORION checks the streaming and network sides and leaves the water alone.

What ORION checks

Recommended changes

Broadly appropriate, low expected side effects, and reversible where the badge says so. These are catalog entries, not a script: ORION reads the current value on your PC first and skips anything already set.

Advanced options

Legitimate changes with real trade-offs: hardware dependence, power draw, or behaviour that varies between systems. ORION shows these separately, records the previous value before writing, and never folds them into a one-click run.

Trade-offs and limits

ORION does not publish a frame-rate figure for Sea of Thieves, because we do not have reproducible before-and-after data for your hardware. What the app can do is capture frames on your PC, in your game, before and after a change, and show you that.

Open this profile in ORION

ORION queues the matching profile for your review when it detects Sea of Thieves launching. It does not apply anything on its own.