ASUS / Xbox · ROG Xbox Ally X
Devil May Cry 5 was tested at native 1920×1080 resolution on the ROG Xbox Ally X using a 35 W docked power profile. The game was configured with a custom High/Ultra visual quality preset. Ambient occlusion, lighting and vegetation were set to Ultra, while anti-aliasing, textures, shadows, mesh quality and texture filtering were set to High. Tessellation, depth of field, motion blur, HDR output and high mip preloading were enabled. Dynamic resolution and V-Sync were disabled. During the stable gameplay segment, the benchmark averaged 46.6 FPS with a 1% low of 34.8 FPS and a 0.1% low of 33.9 FPS. GPU usage stayed very high at around 96%, indicating a mostly GPU-limited scenario.
Submitted by HandheldAtlas
Resolution
1920 x 1080
TDP
35W
Average FPS
46.6 FPS
1% Low
34.8 FPS
Upscaler
Off / Native
Battery
Not set
Profile goal
External display
Settings
23 values
Before you copy anything
This profile is built for plugged-in play on a monitor or TV with a higher power budget. Use the extra power headroom for a sharper output, higher frame rate or both.
Expected trade-off
This profile is not designed around battery efficiency.
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.
1 group · 23 settings
Open full Settings Guide →23 settings
Game default: 1920x1080 → 1920 x 1080
Problem: image clarity
Reason: Native 1080p keeps the image sharp on a 1080p display
Game default: Borderless Window → Borderless Window
Problem: alt-tab stability / capture compatibility
Reason: Borderless improves convenience and works well with overlays and recording tools
Game default: Variable → Variable
Problem: FPS limit
Reason: Variable allows the game to use all available performance instead of forcing a fixed cap
Game default: 180.00Hz → 180 Hz
Problem: display smoothness / input latency
Reason: 180Hz allows lower latency and smoother frame delivery even with variable FPS
Game default: Off → Off
Problem: input latency
Reason: Off reduces input lag and avoids performance stalls, especially on handheld hardware
Game default: Normal → Normal
Problem: rendering compatibility
Reason: Normal keeps the game stable and avoids unnecessary experimental rendering behavior
Game default: 100% → 100%
Problem: blurry image / upscaling artifacts
Reason: 100% keeps native internal resolution with no upscaling or image softness
Game default: Ultra → Ultra
Problem: low texture detail
Reason: Ultra keeps character, weapon and environment textures sharp
Game default: Ultra → Ultra
Problem: blurry textures at angles
Reason: Ultra keeps surfaces sharper with almost no major FPS cost
Game default: Ultra → Ultra
Problem: object detail / geometry quality
Reason: Ultra keeps models and environment detail cleaner
Game default: FXAA+TAA → FXAA + TAA
Problem: jagged edges / shimmering
Reason: FXAA+TAA smooths edges and improves image stability
Game default: On → Off
Problem: blurred motion / reduced clarity
Reason: Off keeps the image sharper during fast combat
Game default: High → High
Problem: combat effects quality
Reason: High keeps attacks, particles and visual effects looking strong without going full GPU murder mode
Game default: Medium → Low
Problem: heavy GPU load
Reason: Medium keeps shadows acceptable while saving performance
Game default: Off → Off
Problem: VRAM / memory usage
Reason: Off avoids extra memory pressure on handheld hardware
Game default: Off → Off
Problem: GPU load / darkening cost
Reason: Off improves performance and avoids extra shadowing cost
Game default: Off → Off
Problem: glow / overbright highlights
Reason: Off keeps the image cleaner and slightly sharper
Game default: On → On
Problem: cinematic light glare
Reason: On keeps the intended flashy DMC look with minimal performance cost
Game default: High → High
Problem: lighting atmosphere quality
Reason: High keeps fog and volumetric lighting looking richer
Game default: Variable → Variable
Problem: reflection quality / GPU load
Reason: Variable balances reflection quality depending on scene demand
Game default: Variable → Variable
Problem: skin/material light softness
Reason: Variable keeps character materials more natural without forcing max cost
Game default: Off → Off
Problem: color fringing / image clarity
Reason: Off removes fake lens distortion and keeps the image cleaner
Game default: SRGB → SRGB
Problem: color accuracy
Reason: SRGB provides standard, consistent colors for SDR displays
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
28/30
Frame rate, target resolution and power data are well documented.
Configuration depth
16/20
23 settings across 1 group.
Explanation coverage
25/25
100% explained · 100% include a default baseline.
Community proof
4/15
1 matching-setup confirmation · 1 upvote.
Atlas review
10/10
An Atlas editor reviewed the target, data and configuration.
Worked for me
1
Matching setup confirmations
Upvotes
1
Found useful
Rating
4.0
Community score
Editorial
Yes
Atlas Verified
Explained
23/23
Settings with know-how
Guide linked
0/23
Knowledge-base matches