Settings knowledge base
A plain-English guide to FPS cost, visual trade-offs and VRAM pressure. Start with common options, then reveal advanced and specialized settings only when you need them.
FPS impact
How much performance may improve when the option is lowered.
Visual impact
How noticeable the quality loss may be when it is lowered.
VRAM impact
How strongly it can affect video-memory use and texture stutter.
The catalog currently contains 124 canonical setting guides. Alternate menu names map to those guides instead of creating duplicate pages.
55 settings
Common settings stay visible by default. Search automatically checks the entire database, including specialized options.
Lighting
CommonAdds soft shading in corners and where objects sit close together.
FPS
Medium
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Textures
CommonKeeps textures sharper when viewed at an angle and is usually cheap on modern GPUs.
FPS
Very low
Visual
Medium
VRAM
Very low
CPU: 0/5 · Restart: Usually no
Learn what it does →Post-processing
CommonReduces jagged edges and shimmer, often while helping reconstruct fine detail.
FPS
Low
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Post-processing
CommonAdds glow around bright lights and emissive surfaces.
FPS
Very low
Visual
Low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Display
CommonAdjusts image brightness or mid-tone response without meaningfully changing performance.
FPS
None
Visual
Medium
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Post-processing
CommonAdds colored fringing near image edges for a lens-like effect.
FPS
None
Visual
Very low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →World detail
CommonChanges how many NPCs or traffic actors are simulated in busy areas.
FPS
High
Visual
Low
VRAM
Low
CPU: 5/5 · Restart: Usually no
Learn what it does →Effects
CommonControls bullet marks, dirt, blood, scorch marks and projected surface details.
FPS
Low
Visual
Medium
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Post-processing
CommonBlurs areas outside the camera’s focus, usually in cutscenes or aiming effects.
FPS
Very low
Visual
Low
VRAM
Very low
CPU: 0/5 · Restart: Usually no
Learn what it does →Display
CommonChooses fullscreen, borderless or windowed presentation.
FPS
Very low
Visual
None
VRAM
None
CPU: 1/5 · Restart: Usually no
Learn what it does →Display
CommonAutomatically changes internal resolution to protect a target frame rate.
FPS
High
Visual
Medium
VRAM
Very low
CPU: 1/5 · Restart: Usually no
Learn what it does →Effects
CommonControls particles, transparency, explosions and temporary visual effects.
FPS
Medium
Visual
Medium
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →Effects
CommonControls explosion particles, lighting, smoke and debris.
FPS
Medium
Visual
High
VRAM
Low
CPU: 3/5 · Restart: Usually no
Learn what it does →Display
CommonChanges how much of the world is visible around the camera.
FPS
Low
Visual
High
VRAM
Very low
CPU: 2/5 · Restart: Usually no
Learn what it does →Post-processing
CommonAdds animated noise to imitate photographic film.
FPS
None
Visual
Very low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Effects
CommonControls flame particles, lighting, distortion and simulation.
FPS
Medium
Visual
High
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →World detail
CommonControls plant density, draw distance, animation and sometimes foliage shadows.
FPS
High
Visual
High
VRAM
Low
CPU: 4/5 · Restart: Usually no
Learn what it does →Upscaling
CommonCreates intermediate frames to raise displayed FPS, but does not replace a healthy base frame rate.
FPS
High
Visual
Low
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Frame pacing
CommonCaps FPS to stabilize power use, heat and frame pacing.
FPS
None
Visual
None
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →World detail
CommonControls model detail, tessellation, mesh distance or the number of objects rendered.
FPS
Medium
Visual
High
VRAM
Medium
CPU: 3/5 · Restart: Usually no
Learn what it does →World detail
CommonChanges how much grass and small vegetation is rendered.
FPS
High
Visual
Medium
VRAM
Low
CPU: 4/5 · Restart: Usually no
Learn what it does →Post-processing
CommonAdds edge contrast after rendering or upscaling to restore perceived detail.
FPS
Very low
Visual
Medium
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Post-processing
CommonAdds flare artifacts around bright lights.
FPS
Very low
Visual
Low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →World detail
CommonControls how quickly models switch to simpler versions with distance.
FPS
Medium
Visual
High
VRAM
Low
CPU: 3/5 · Restart: Usually no
Learn what it does →Lighting
CommonAdds visible rays or shafts around strong light sources.
FPS
Low
Visual
Medium
VRAM
Very low
CPU: 0/5 · Restart: Usually no
Learn what it does →Lighting
CommonBundles the quality of direct lights, lightmaps and lighting calculations.
FPS
High
Visual
Very high
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →Frame pacing
CommonReduces queued rendering work to improve control response.
FPS
None
Visual
None
VRAM
None
CPU: 1/5 · Restart: Usually no
Learn what it does →Post-processing
CommonBlends motion across frames to make movement look smoother or more cinematic.
FPS
None
Visual
Low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Effects
CommonChanges the amount, lifetime or detail of smoke, sparks, debris and similar effects.
FPS
Medium
Visual
Medium
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →Simulation
CommonControls simulation accuracy, update rate or the number of physical objects.
FPS
Low
Visual
Medium
VRAM
Very low
CPU: 5/5 · Restart: Usually no
Learn what it does →Post-processing
CommonGroups several screen-space effects such as tone mapping, blur, bloom and color treatment.
FPS
Low
Visual
Medium
VRAM
Very low
CPU: 1/5 · Restart: Usually no
Learn what it does →Ray tracing
CommonUses hardware ray traversal for lighting, reflections or shadows and is usually one of the heaviest options.
FPS
Very high
Visual
Very high
VRAM
High
CPU: 2/5 · Restart: Usually no
Learn what it does →Reflections
CommonControls the resolution, update rate or complexity of non-ray-traced reflections.
FPS
Medium
Visual
High
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →Display
CommonSets how many times the display can update each second.
FPS
None
Visual
None
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Display
CommonChanges internal rendering resolution without changing the output resolution.
FPS
Very high
Visual
Very high
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Display
CommonThe number of pixels rendered for the final image; usually one of the largest performance levers.
FPS
Very high
Visual
Very high
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Reflections
CommonCreates reflections using information already visible on the screen.
FPS
High
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Shadows
CommonControls how far detailed dynamic shadows remain visible.
FPS
High
Visual
Medium
VRAM
Low
CPU: 3/5 · Restart: Usually no
Learn what it does →Shadows
CommonControls shadow resolution, filtering, distance and sometimes the number of shadow-casting objects.
FPS
High
Visual
Medium
VRAM
Low
CPU: 3/5 · Restart: Usually no
Learn what it does →Effects
CommonControls smoke resolution, density, lighting and simulation.
FPS
High
Visual
High
VRAM
Low
CPU: 2/5 · Restart: Usually no
Learn what it does →World detail
CommonControls landscape geometry, blending and distant terrain detail.
FPS
Medium
Visual
High
VRAM
Medium
CPU: 2/5 · Restart: Usually no
Learn what it does →Textures
CommonControls texture detail and usually affects VRAM far more than raw FPS.
FPS
Very low
Visual
Very high
VRAM
Very high
CPU: 1/5 · Restart: Usually no
Learn what it does →Simulation
CommonChanges how many vehicles and traffic agents are simulated.
FPS
Low
Visual
Low
VRAM
Very low
CPU: 5/5 · Restart: Usually no
Learn what it does →Upscaling
CommonBalances image reconstruction quality against internal render resolution and FPS.
FPS
Very high
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Upscaling
CommonControls the sharpening applied after an upscaler reconstructs the image.
FPS
None
Visual
Medium
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Frame pacing
CommonSynchronizes frame presentation to the display refresh cycle to prevent tearing.
FPS
None
Visual
None
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Frame pacing
CommonLets the display follow the game frame rate within its supported range.
FPS
None
Visual
Very low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →World detail
CommonControls how far detailed objects, shadows or simulation elements remain active.
FPS
High
Visual
High
VRAM
Low
CPU: 5/5 · Restart: Usually no
Learn what it does →Post-processing
CommonDarkens image edges for a cinematic frame.
FPS
None
Visual
Very low
VRAM
None
CPU: 0/5 · Restart: Usually no
Learn what it does →Lighting
CommonSimulates depth-aware fog that receives lighting and shadows.
FPS
High
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Lighting
CommonAdds light scattering through fog, dust and air.
FPS
High
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Lighting
CommonControls fog, clouds, light shafts and other effects rendered through a volume.
FPS
Very high
Visual
High
VRAM
Low
CPU: 1/5 · Restart: Usually no
Learn what it does →Effects
CommonBundles water shading, waves, reflections and refraction.
FPS
High
Visual
Very high
VRAM
Medium
CPU: 2/5 · Restart: Usually no
Learn what it does →Reflections
CommonControls reflections rendered on rivers, lakes and oceans.
FPS
High
Visual
High
VRAM
Medium
CPU: 1/5 · Restart: Usually no
Learn what it does →Effects
CommonControls rain, snow, storms, wetness and related particles.
FPS
Medium
Visual
High
VRAM
Low
CPU: 3/5 · Restart: Usually no
Learn what it does →Important caveat
The same setting can behave differently across engines, patches, handhelds and bottlenecks. General scores are HandheldAtlas editorial estimates informed by official engine and GPU-vendor documentation; they are not measured game results. Game-specific evidence is shown separately with its device, test target and source.