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Optimization and Best Graphics Settings for Resident Evil Requiem: How to Increase FPS on a Weak PC

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What You Need to Know Before Setting Up

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Before starting the setup, it’s best to first organize the basic parameters:

    • Display Mode should be left in “Borderless Window,” as there is no full-screen mode in the game;

    • HDR should only be enabled on a compatible display.

    • “Color Space” in most cases, it’s best to leave it on sRGB if your monitor doesn’t require another mode;

  • “Vertical Sync” (V-Sync) should be turned off to reduce input lag. It makes sense to return to it only when there are screen tears.

“Screen Resolution” should be set to native, matching your monitor. Reducing the resolution actually provides a performance boost, but simultaneously noticeably degrades image sharpness. For Resident Evil Requiem this is especially important, as the game actively uses reflections, smoke, rain, thin geometric elements, and other small details. When the base resolution is reduced, all of these elements begin to become more blurred against the dark background.

“Frame Limit” in a normal game should be set to Variable if you want to assess the actual performance of your system. However, if recording or streaming is running in parallel, a fixed limit of 60 or 30 frames per second can be useful, as it leaves a buffer of resources for OBS and other background processes. Overall, 60 frames is already a comfortable result on most devices.

Separate consideration should be given to two disadvantages of the PC version:

    1. There is no standard FOV slider in the menu;

  1. The cinematic grain effect cannot be completely removed using built-in means. That’s why some players use modifications through REFramework.

Parameters with Minimal Impact on Performance

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Part of the options in Resident Evil Requiem has little impact on FPS and is primarily used to adjust the visual presentation. These parameters mainly change the appearance of the image and, in most cases, have a slight impact on performance:

    • HDR;

    • “Motion Blur” (Motion Blur)— during movement, it practically doesn’t cause a noticeable drop in frames, however, it makes the image blurrier and can cause discomfort for players sensitive to such an effect. For this reason, it’s best to disable it;

    • “Lens Distortion” (Lens Distortion)— this option adds distortion at the edges of the frame, so for a clearer image, it’s better to turn it off;

    • “Lens Dirt” (Lens Dirt)— disabling this parameter can return about 4-5 frames per second;

    • “Lens Flare” (Lens Flare)— disabling this parameter can return about 2-3 frames per second;

  • “Particle Lighting” (Particle Lighting)— this affects mainly the dust that is illuminated by the flashlight. The parameter has no or minimal load on performance, so here it all depends on personal preferences.

Contact Shadows (Contact Shadows)

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This setting controls contact shadows in areas where objects touch surfaces and noticeably affects the scene volume. When disabled, some objects begin to look detached from the environment. At the same time, the performance gain from disabling is either absent or within the margin of error. Therefore, contact shadows are better left enabled.

Depth of Field

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Depth of Field affects not only videos but also normal gameplay. In some scenes, disabling this effect does not change performance, while in others it gives about 3 frames of gain, and in cutscenes the win can reach 5 additional frames. Since the option further blurs the background and makes the image softer, it’s better to disable it for a clearer picture.

Subsurface Scattering

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This parameter consumes relatively few resources, and the performance difference is usually about 3-4 frames. There is no significant difference between high and normal values, so it’s best to leave it at the high level. Visually, the effect ensures more accurate light behavior on skin and some translucent surfaces.

Volumetric Fog

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This parameter affects the quality of fog and the scene depth in individual areas. Lowering it to the lowest settings doesn’t make much sense, as the parameter itself has a weak influence on performance, within 2-3 frames. The most reasonable value remains the medium level, as it maintains correct scene depth and stable FPS.

Parameters with Medium Impact

Texture Quality (Texture Quality) and Texture Filter Quality (Texture Filter Quality)

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Texture quality in Resident Evil Requiem primarily affects video memory consumption. Switching from high to low settings reduces the load on VRAM by approximately 20 frames per second, but the noticeable deterioration in image quality becomes apparent only at low values. The difference in quality between normal and high levels is usually negligible. For this reason, the most practical value is ‘Normal’. This option allows you to maintain good surface detailing and not overload the video card’s memory.

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Texture filter quality practically does not affect FPS or VRAM. Since we are talking about anisotropic filtering, it makes sense to keep it at AF8 or AF16. This parameter improves texture sharpness at an angle and at a distance, without creating a noticeable load on the system.

Hair Strand Detail

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Detailing hair consumes significantly more video memory than previous settings. Depending on the scene, the setting can reduce frame rates by 10-14 FPS and additionally occupy 500 MB to 1 GB of video memory. With hair, they stop looking flat, react better to lighting, and receive more accurate shadows. However, on video cards with 8-10 GB of memory, this setting is too demanding. On such systems, it’s best to disable it. On cards with a large VRAM reserve, it can be left enabled if you are willing to accept the corresponding resource consumption.

Mesh Quality

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The geometry quality in most scenes barely changes performance, however, in complex locations it can cause a drop in frame rate by more than 7 FPS due to increased CPU load. Switching to a lower value reduces geometric detail and object density, so this setting shouldn’t be lowered without necessity. The optimal value remains Standard.

Ambient Occlusion

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This parameter affects the depth of the scene and the detailing of connections between objects. The difference between high and standard values is almost negligible, a low level gives a very small bonus, and complete disabling returns about 5-7 frames to performance. At the same time, at high settings, temporary artifacts and flickering may appear in shaded areas. The most practical option is a low level.

Parameters that Significantly Impact FPS

Ray Tracing and Path Tracing

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Path tracing is the most demanding graphics parameter in Resident Evil Requiem. It noticeably improves lighting, reflections, the work of glass, metal, wet surfaces, and indirect light, but requires significantly more resources than ordinary ray tracing. For most users aiming for high performance, it is more correct to either completely disable path tracing or, in individual cases, limit themselves to the normal level of ordinary ray tracing.

Independent tests confirm that it is path tracing that remains the main source of performance loss in the PC version. Even on top video cards, this mode is noticeably more demanding than ordinary ray tracing, and scaling and frame generation are used primarily as a way to compensate for this load.

Graphics Quality and Lighting and Shadow Quality

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Overall quality presets in Resident Evil Requiem cannot be considered the most optimal. In a detailed test, the combination of these parameters showed that there was almost no perceptible difference between the maximum and high settings, while the real difference only began at the low and very low settings. Simultaneously, video memory usage dropped from 8.5 GB to 5.7 GB.

The overall recommendation is as follows: if your system cannot handle the maximum settings, the first option to consider should be switching to the low preset. It noticeably reduces the load on the GPU and VRAM and does not severely spoil the image. The lowest preset gives too strong a deterioration of the picture.

Lighting and shadow quality should be left on the low or normal level, depending on your system. On weak configurations, a low level will be more logical, and on systems with performance reserve, normal.

Screen Space Reflections

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Disabling SSR in the test yielded a performance increase of over 13 frames per second, and gains could be even higher in reflective scenes. If the system is already operating at its limit, it’s best to disable this setting. Enabling this parameter makes sense only if you have headroom in performance and you want to improve reflections without resorting to full ray tracing.

Shadow Quality

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Shadow quality in this game has a greater impact on VRAM consumption than on FPS. The difference between high settings is about 6-7 frames, but the maximum level can require more than 1GB of VRAM more than high. That’s why for graphics cards with 8GB of memory, the high setting remains the safest option. It allows you to maintain good shadow quality and doesn’t push the system to memory shortages.

Anti-Aliasing, DLSS, FSR and Frame Generation

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If the game is running at its native resolution, DAA and FSR 3 Native AA provide the most stable results. TAA or FXAA plus TAA provide about 15 additional frames, but noticeably soften the image. Completely disabling anti-aliasing increases FPS even further, but the image quickly becomes noisy and unstable.

If DLSS or FSR is enabled, standard smoothing settings move into the background because the upscaler itself handles image reconstruction. This is especially important in Resident Evil Requiem. Nevertheless, in most cases, the quality mode remains the most correct option.

It is also worth considering the behavior of different DLSS models. One test noted that DLSS 4.5 on presets M and L struggled more with small particles, dust, and microdetails than the older preset K. This observation should be taken as a result of a specific test, not as an absolute rule for all systems and future patches. The situation may change with the release of new drivers and game updates.

Frame generation should be enabled with caution. This parameter increases image smoothness but increases input lag. If the base FPS is already low, frame generation will not make the controls more responsive. It shows the best results on powerful systems where the game is already running quite quickly. Owners of NVIDIA graphics cards should also enable Reflex, as it helps reduce input lag.

Best Settings for Resident Evil Requiem

Settings for Weak Devices

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For an optimal balance between image quality and performance, the following parameters are recommended:

    • Ray Tracing — disabled or normal;

    • Path Tracing— disabled;

    • Graphics Quality— low;

    • Lighting and Shadows Quality— low or normal;

    • Texture Quality— normal;

    • Texture Filtering Quality— high, AF16;

    • Hair Detail— disabled

    • Mesh Quality— standard;

    • Screen Space Reflections— disabled;

    • Subsurface Scattering— high;

    • Lens Distortion— disabled;

    • Depth of Field— disabled;

    • Particle Lighting— enabled;

    • Volumetric Fog Quality— normal;

    • Lens Dirt— disabled;

    • Highlights— disabled;

    • Shadow Quality— high;

    • Contact Shadows— enabled;

    • Diffuse Shading— low;

    • Effects Quality— standard;

  • Anti-Aliasing— DLSS or FSR 3.1.5.

These settings provide the greatest frame rate boost without a significant drop in image quality and allow for more stable game operation on most systems.

Settings for Mid-Range Devices

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For mid-range systems like GeForce RTX 3060 Ti, RTX 4060, Radeon RX 6700 XT, RX 7600 XT and similar configurations, *Resident Evil Requiem* allows you to achieve stable performance in 1080p and 1440p without sacrificing good image quality.

The following parameter set is recommended for this category of devices:

    • Ray Tracing — disabled;

    • Path Tracing — disabled;

    • Graphics Quality — normal;

    • Lighting and Shadows Quality — normal;

    • Textures Quality — normal;

    • Texture Filtering Quality — high, AF16;

    • Hair Detail — disabled;

    • Mesh Quality — standard;

    • Screen Space Reflections — disabled;

    • Subsurface Scattering — high;

    • Lens Distortion — disabled;

    • Depth of Field — disabled;

    • Particle Lighting — enabled;

    • Volumetric Fog Quality — normal;

    • Lens Dirt — disabled;

    • Specular Highlights — disabled;

    • Shadow Quality — high;

    • Contact Shadows — enabled;

    • Ambient Occlusion— Enabled;

    • Bloom— Enabled;

    • Anti-Aliasing — FXAA;

    • Volumetric Lighting— Disabled;

    • Motion Blur— Disabled;

    • Chromatic Aberration— Disabled;

    • Depth of Field (Advanced)— Disabled;

    • Vignette— Enabled;

    • Bloom (Enhanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Bloom (Enhanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced) ceea ce nu.

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;

    • Volumetric Lighting (Advanced)— Enabled;

    • Volumetric Clouds— Enabled;

    • Shadows (Advanced)— Enabled;

    • Ambient Occlusion (Advanced)— Enabled;

    • Bloom (Advanced)— Enabled;

    • Color Grading— Enabled;

    • Shadows (Advanced)— Enabled;
    • Scattered Shadowing — low;

    • Effects Quality — standard;

    • Anti-Aliasing — DLSS 3.1.5;

  • Frame Generation — only when a high base FPS is already achieved.

Settings for Powerful Devices

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For powerful systems like GeForce RTX 4070 Ti Super, RTX 4080 Super, RTX 4090, Radeon RX 7900 XT, RX 7900 XTX and above, the game already allows shifting the priority towards image quality.

For such devices, you can use the following settings:

    • Ray Tracing — normal;

    • Path Tracing — enabled;

    • Graphics Quality — high;

    • Lighting and Shadows Quality — normal;

    • Textures Quality — high;

    • Texture Filtering Quality — high, AF16;

    • Hair Detail — enabled;

    • Mesh Quality — standard;

    • Screen Space Reflections — enabled;

    • Subsurface Scattering — high;

    • Lens Distortion — disabled;

    • Depth of Field — disabled;

    • Particle Lighting — enabled;

    • Volumetric Fog Quality — normal;

    • Lens Dirt — off;

    • Highlights — on;

    • Shadow Quality — high;

    • Contact Shadows — on;

    • Diffuse Shading — normal;

    • Effects Quality — standard;

    • Upscaling — DLSS or FSR 3.1.5;

    • Frame Generation — permissible at high base FPS;

  • NVIDIA Reflex — enabled.

Source

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