ASUS / Xbox · ROG Xbox Ally X
Balanced 40 FPS preset for Assassin’s Creed Origins on the ROG Xbox Ally X. Tested at 1920x1080 with a 35W performance profile. Across three CapFrameX runs, the game averaged around 42 FPS with a 1% Low of approximately 32 FPS. This preset is aimed at smooth and stable open-world gameplay rather than high refresh-rate performance. Frame pacing is generally solid for a 40 FPS target, although heavier city areas, fast traversal or dense scenes may still cause occasional short drops.
Resolution
1920 x 1080
TDP
35W
Average FPS
42 FPS
1% Low
32 FPS
Upscaler
Off / Native
Battery
N/A Docked
Profile goal
Quality + speed
Settings
24 values
Before you copy anything
This profile is built for players who want a stable middle ground between image quality and smoothness. Keep the game looking strong without wasting performance on settings with weak visual payoff.
Expected trade-off
It may not reach the highest FPS or the highest visual preset.
01
ROG Xbox Ally X
02
35W at 1920 x 1080.
03
Apply all values first. Tune further only after the same demanding area stays stable.
Use this preset
The exact value is always visible. Explanations stay tucked underneath, so a first-time visitor can copy the preset without reading a bloody thesis.
2 groups · 24 settings
Open full Settings Guide →8 settings
Reason: Set to the tester's neutral visibility preference; it does not materially change GPU performance.
General guidance: Adjusts image brightness or mid-tone response without meaningfully changing performance.
Reason: Native 16:9 matches the 1920 × 1080 test output without stretching.
General guidance: Controls the width-to-height shape of the rendered image.
Reason: Native 1920 × 1080 defines the measured target and preserves panel clarity.
General guidance: The number of pixels rendered for the final image; usually one of the largest performance levers.
Reason: 100% keeps the internal render resolution fixed at the stated 1080p target.
Reason: 180 Hz leaves the display uncapped while CapFrameX measures the game's actual output.
General guidance: Sets how many times the display can update each second.
Reason: Disabled so synchronization does not cap or reshape the benchmark result.
General guidance: Synchronizes frame presentation to the display refresh cycle to prevent tearing.
Reason: Disabled during capture so the measured average and lows reflect the profile rather than a limiter.
General guidance: Caps FPS to stabilize power use, heat and frame pacing.
Reason: Disabled to keep the capture path and SDR comparison consistent.
General guidance: Enables high-dynamic-range output for brighter highlights and wider color.
16 settings
Reason: Disabled so resolution remains reproducible throughout all three runs.
General guidance: Automatically changes internal resolution to protect a target frame rate.
Trust & evidence
Optional proof for people who want to inspect the data instead of just copying the values.
Editor-reviewed with strong supporting data and transparent configuration notes.
Test data
30/30
Frame rate, target resolution and power data are well documented.
Configuration depth
17/20
24 settings across 2 groups.
Explanation coverage
17/25
100% explained · 0% include a default baseline.
Community proof
0/15
0 matching-setup confirmations · 0 upvotes.
Atlas review
10/10
An Atlas editor reviewed the target, data and configuration.
Worked for me
0
Matching setup confirmations
Upvotes
0
Found useful
Rating
3.0
Community score
Editorial
Yes
Atlas Verified
Explained
24/24
Settings with know-how
Guide linked
15/24
Knowledge-base matches
Reason: High improves edge stability at native resolution while retaining the 40 FPS target.
General guidance: Reduces jagged edges and shimmer, often while helping reconstruct fine detail.
Reason: Medium reduces one of the heavier GPU costs without removing useful scene depth.
General guidance: Controls shadow resolution, filtering, distance and sometimes the number of shadow-casting objects.
Reason: Medium controls open-world detail cost in dense areas and traversal.
Reason: High preserves texture clarity; the Ally X memory budget can support it at this target.
Reason: High retains surface geometry detail while the profile reduces cost elsewhere.
General guidance: Subdivides surfaces so displacement and curvature can use more geometry.
Reason: High keeps landscape detail clear in the open-world test target.
Reason: Medium reduces small-object density to protect lows in busy scenes.
Reason: Medium limits volumetric cost while retaining atmosphere.
Reason: Medium balances reflections and simulation detail against GPU load.
Reason: Medium preserves visible reflections without the full high-quality cost.
General guidance: Creates reflections using information already visible on the screen.
Reason: Enabled because the tested profile retained the game's cloud presentation.
General guidance: Renders three-dimensional clouds with lighting and weather response.
Reason: High preserves texture clarity; the Ally X memory budget can support it at this target.
Reason: High protects character detail in dialogue and close combat.
Reason: Disabled to recover GPU headroom for the native-resolution 40 FPS target.
General guidance: Adds soft shading in corners and where objects sit close together.
Reason: Disabled for a clearer image and to avoid an optional post-processing pass.
General guidance: Blurs areas outside the camera’s focus, usually in cutscenes or aiming effects.