Middle-earth Online Developed by Sierra On-line. Circa 1998

The core game code and engine for the MMORPG, The Lord of the Rings Online, is about 24 years old. LOTRO began originally as Middle-earth Online, developed by Sierra On-Line in 1998. Turbine took over full development of the project in 2003/2004 when their parent company, Vivendi Universal Games, acquired Sierra. The content that had already been developed by Sierra was abandoned and Turbine created a new game using structural elements such as the UI and game engine from their previous release Asheron’s Call 2 from 2002. The Lord of the Rings Online: Shadows of Angmar was officially released in April 2007. Hence, the active public release code is 19 years old. Despite continuous expansion and updates, along with a recent migration to 64-bit architecture, the foundations of LOTRO retains a nearly twenty year old legacy framework. This frequently contributes to modern technical hurdles and engine constraints.

The current developers, Standing Stone Games, try their best to improve the game within limited parameters. There is allegedly, a knowledge gap created by staff churn over the decades. There have been graphical improvements to textures, draw distances and revised character models released over the years. However, these are seldom transformative. Furthermore, a lot of players are very attached to their avatar’s character models and paradoxically have pushed back against changes to them. Hence there is a toggle switch in the game settings menu allowing players to turn off the upgraded models if they choose. However, apart from this foible of some players, there is a growing consensus that LOTRO is looking somewhat old. Hence some players have embarked upon projects to see if they can improve aspects of the game themselves.

The most immediate means by which players can alter LOTRO is via the Lua plugin system. It is strictly a UI modification and display framework and plugins are primarily read-only visualisation and quality-of-life tools. Although these are useful, they have clear limitations. They can customise UI Elements, read basic character data, parse log outputs and manage some in game tasks. Lua plugins cannot automate such processes as casting skills, moving your character, targetting enemies or clicking UI buttons for you. Nor can they directly read the exact 3D coordinates of objects, map terrain or locate nearby enemies that aren’t targeted. Plugins cannot access your hard drive files outside of their own saved settings folder or send/receive data over the internet. They also cannot modify or remove hardcoded core elements of the game’s native UI; they can only hide them or draw new windows on top of them.

LOTRO running with ReShade and AMD Radeon Image Sharpening

Similarly ReShade, a generic post-processing injector for video games that modifies visual aesthetics in real-time, can make some changes to LOTRO. Such as adding modern graphical effects like ambient occlusion, depth of field, colour correction, sharpening, and chromatic aberration to games that lack native support. However, these are essentially cosmetic and are just enhancing or augmenting aesthetic visual elements in LOTRO. They are not replacing or significantly upgrading any of the fundamental visual components of the game. I used ReShade and it sharpens the image and improves the colour palette but LOTRO still looks like LOTRO. To make substantive visual changes you need to use other tools and some of these find themselves in a grey area where they could potentially break the games terms of service.

I recently wrote about trying to use DLSS 5 Manager which is an intelligent utility and one-click mod installer that injects and manages NVIDIA’s DLSS 5 neural rendering, ReShade, and OptiScaler into PC games. It was an interesting experiment but failed because I have an AMD GPU. However, it would appear that there are other ongoing, open source graphics projects under development. Both LOTRO Cinematic Freecam and LOTRO Palantir Edition look very interesting. These projects seek to provide such benefits as an increased draw distance (thus reduce pop-in) and adding a “freecam” so players can move beyond the current limitations of the in-game screen capture system. Another interesting project AMD Neural Rendering which seeks to broadly replicate what DLSS 5 Manager does but for AMD GPUs. However, its limited to the RX 7000 and 9000 series at present. Because a lot of these projects use file injection, hooking and memory manipulation they can breach the multiplayer game TOS and put your account at risk.

LOTRO with DLSS 5 Manager. Elladan and Elrohir

Not all of the various tools and projects associated with improving or upgrading LOTRO are focused on the MMOs visuals. There are several text-to-speech narrators in development, such as Khazad Voice TTS, which is designed to narrate NPC dialogue which is currently just presented as plain text. These sorts of tools rely on capturing the text from the screen, parsing it through OCR software to extract the words and narrating it via text-to-speech. I couldn’t get Khazad Voice TTS to work due to my two monitor set up which confounded the capture process. Hence I have started developing my own, Project Questa. I have made progress but tools such as these along with the visual enhancements are only addressing symptoms, rather than the root cause. LOTRO is just old. Plus, even the best AI voice generation is no substitute for good voice acting.

Everything that I’ve listed above is ultimately a Band-Aid for LOTRO. The issues with the games graphics, its performance and future longevity all arise from the fact that its running on code, architecture and overall game design standards from twenty four years ago. I would love to see LOTRO keep going for another 20 years but if that is to happen the game needs a major game engine overhaul. It has already been pointed out by Daybreak CEO Ji Ham, that the cost of a full remaster would be over $30 million and as such is not financially viable. Furthermore, a console version is dependent on a full remaster, so that too has been taken off the table as an option. Hence, I see a lot of these independent projects getting a lot more traction overtime, because there will simply be no other means of improving LOTRO. Some players may still like the classic look but as PC hardware advances, running this ageing MMO may become a lot harder.

Roger Edwards
Writer & editor of Contains Moderate Peril. A website about gaming, genre movies & cult TV. Co-host of the Burton & Scrooge podcast.
http://containsmoderateperil.com
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