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How to Get More FPS in Games by Changing Graphics Settings That Kill Performance

Improve game performance by measuring your bottleneck, then lowering the settings that matter most—without sacrificing image quality where it has little FPS cost.
Length12 min Posted Quest giverVGSources Team
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For the fastest graphics-settings gains, start with ray tracing or path tracing, then reduce internal rendering resolution with a game-supported upscaler. If your GPU is still the limit, lower shadows, reflections, global illumination, and volumetric effects. If your CPU is the limit, reduce view distance, foliage, crowds, or simulation detail instead. Keep textures high unless your graphics memory is running short, and measure each change in the same game scene: there is no universally expensive setting or guaranteed FPS gain.

Which graphics settings should you change first?

Use this priority order as a starting point, not a universal preset. A setting’s cost depends on the game, engine, GPU, CPU, resolution, and scene; Unreal Engine, for example, exposes resolution, shadows, global illumination, reflections, textures, foliage, and other settings as separate scalability groups rather than one fixed performance scale (Epic’s Unreal Engine scalability reference).

  1. Disable path tracing, then test with ray-traced global illumination, reflections, and shadows off.
  2. Enable the game’s built-in upscaler and begin with Quality mode.
  3. Reduce shadow, reflection, global-illumination, and volumetric quality if the GPU remains saturated.
  4. Reduce view distance, foliage distance, crowds, or simulation detail if the CPU is limiting performance.
  5. Lower textures only when VRAM pressure or texture-streaming problems are evident.
  6. Change anti-aliasing or post-processing only after testing the larger costs; these may trade image quality for little performance in a particular game.

Do not assume that “Low” is the right target for every option. Ultra settings can cost disproportionately more than High for a modest visual difference, while other settings have little effect on your particular system. Build a custom mix and keep the changes that improve the experience enough to justify their visual cost.

Find out whether the GPU, CPU, or VRAM is limiting you

Before tuning, use an in-game or vendor performance overlay. Record average FPS, 1% lows if available, frame time, GPU utilization, VRAM use, and CPU utilization. Per-core CPU load is useful because a game can be CPU-limited even when total CPU utilization looks low. Repeat the same benchmark, replay, or gameplay sequence after each change.

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  • GPU near full utilization: Test lower internal resolution, ray tracing, shadows, reflections, volumetrics, or effects. Lowering resolution is often useful when the GPU is the bottleneck.
  • GPU utilization well below maximum while one or more CPU cores are busy: Test view distance, crowds, foliage distance, geometry detail, and simulation-related settings. Lowering resolution may do little.
  • VRAM nearly full or exceeded: Test texture quality, texture streaming, material quality, or high-resolution texture packs. Watch for hitching, delayed texture loading, or pop-in as well as average FPS.
  • Neither CPU nor GPU appears saturated: Check for a frame cap, V-Sync, an incorrect display refresh rate, background software, shader compilation, power or thermal limits, storage streaming, driver problems, or a game-specific issue.

Different scenes can shift the bottleneck, so test where you actually see drops—for example, during combat, traversal, or a crowded city. Epic’s real-time rendering guidance also treats CPU speed, GPU speed, memory, bandwidth, and disk space as separate possible constraints (Epic’s optimization guidance).

What FPS, frame time, and 1% lows tell you

FPS is the number of frames produced per second. Frame time is how long each frame takes to render. These are mathematical conversions, not promises about responsiveness:

Frame rate Approximate frame time
30 FPS 33.3 ms
60 FPS 16.7 ms
120 FPS 8.3 ms
144 FPS 6.9 ms
240 FPS 4.2 ms

A high average can hide occasional long frames that feel like stutter. Check 1% lows or a frame-time graph alongside average FPS. AMD’s Game Advisor reports average FPS and 95th-percentile frame timing, illustrating why one average number does not fully describe smoothness (AMD Game Advisor).

Resolution, upscaling, and dynamic resolution

Rendering a 3D scene at a lower resolution reduces the GPU’s workload, but simply selecting a lower display resolution can make the whole image—including the interface—look softer, depending on how the game and monitor scale it. A practical first choice is to leave the monitor at its native resolution and use a supported in-game upscaler. In most games, 100% resolution scale means the 3D scene renders at the selected output resolution; a lower scale reduces internal resolution while the game still outputs to the selected display resolution.

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  1. Choose the game’s built-in upscaler when available, and start at Quality.
  2. Compare moving foliage, hair, thin geometry, and distant objects—not just a stationary screenshot.
  3. If performance is still short of your target, try Balanced, then Performance if necessary. Lower internal resolution can make detail softer or produce reconstruction artifacts.
  4. Adjust sharpening sparingly; excess sharpening can create halos or make noise more visible.

DLSS Super Resolution, FSR, XeSS, and Unreal Engine’s TSR are distinct upscaling technologies, not interchangeable guarantees. Game support, hardware compatibility, implementation quality, and image quality vary. Unreal TSR, for example, separates internal rendering resolution from the final display resolution; CPU limits and V-Sync can still affect the result (Epic’s TSR documentation).

At 1080p, begin with native rendering or Quality mode if image clarity matters; aggressive upscaling may look noticeably soft. At 1440p, Quality or Balanced can be a useful starting range, while at 4K, Quality, Balanced, or Performance may be worth comparing. These are starting points, not a promise of a particular quality level or frame-rate increase. Competitive players should favor clarity and responsiveness; a single-player game may be a better place to accept reconstruction artifacts for smoother motion.

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Dynamic resolution changes internal resolution as rendering demand varies to help meet a target frame rate. It can help stabilize demanding scenes, but image sharpness may fluctuate. Driver or operating-system upscalers have separate requirements: AMD recommends in-game FSR when a title supports it rather than Radeon Super Resolution, its driver-level option (AMD’s RSR guidance). Windows Automatic Super Resolution also has restrictions involving supported hardware, Windows versions, graphics APIs, game formats, and display resolution (Microsoft’s compatibility information).

Ray tracing and path tracing

These are often high-cost optional features, but their performance impact depends on the game and scene. Disable path tracing first if available. If performance is still poor, test each ray-traced feature separately: shadows affect shadow calculations; reflections can be costly in scenes with many reflective surfaces; and ray-traced global illumination changes how indirect lighting is calculated. Path tracing is a more comprehensive ray-traced lighting approach and is generally more demanding. In Fortnite, Epic specifically warns that ray tracing significantly reduces frame rates (Fortnite ray-tracing support).

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  1. Turn off path tracing.
  2. If needed, turn off ray-traced global illumination and reflections.
  3. Test ray-traced shadows separately rather than assuming every ray-tracing option has the same cost.
  4. Use rasterized lighting, shadows, and reflections at a quality level that suits your frame-rate target, or try an upscaler if retaining ray tracing matters to you.

Hardware ray tracing cost can depend on scene geometry and overlapping meshes; Epic cautions that expensive reflection modes should not automatically be treated as suitable for games (Lumen performance guide).

Shadows, lighting, reflections, and volumetrics

Shadows

Shadow maps, filtering, cascades, contact shadows, and ray-traced calculations can all add work. Reduce the most expensive options first rather than immediately setting all shadows to Low.

  1. Disable ray-traced shadows if enabled.
  2. Lower contact shadows if available.
  3. Reduce shadow quality or resolution, then shadow distance or cascade distance.
  4. Reduce local-light or volumetric shadow quality if the game offers separate controls.

Lower shadow resolution can look jagged or unstable; shorter shadow distance makes shadows disappear nearer to the camera. Disabling contact shadows removes small grounding details, and very low settings can make objects seem disconnected from surfaces. Medium or High may retain much of the look without the cost of the most demanding settings.

Global illumination and reflections

Lowering or disabling real-time global illumination can substantially change the appearance of interiors, indirect light, and outdoor shading, making scenes flatter. For reflections, reduce ray tracing first, then test reflection quality, resolution, or update frequency. Screen-space reflections can disappear when the reflected object is outside the screen or the surface lacks the necessary screen-space information.

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Ambient occlusion

Ambient occlusion adds soft contact shading around objects and corners, which can improve depth perception but is often expendable when performance is tight. Its cost and appearance vary by implementation; NVIDIA describes it as a soft-shadow effect related to object placement (NVIDIA’s 3D settings reference). Test disabling it only after checking larger costs.

Volumetrics and effects

Lower fog, clouds, volumetric lighting, smoke, particles, or volumetric shadows if the game exposes them separately. Weather, dense smoke, and many light sources can make these effects particularly costly. The trade-off is less atmospheric detail, smoke, sparks, or debris; effects quality is game-specific, so measure rather than assuming it is a major lever.

View distance, foliage, crowds, and geometry

These controls can matter on either the CPU or GPU. Greater visibility can increase draw calls, object management, animation, and simulation; foliage and geometry also add rendering work. Test them when GPU utilization is low while CPU cores are busy, or when drops occur in crowded, open-world, or vegetation-heavy scenes.

  • View or object distance: Lower it if distant objects and scene management are costly. Expect more pop-in and less distant detail.
  • Foliage density or distance: Reduce it when dense vegetation coincides with drops. The scene will contain less vegetation or simpler detail.
  • Crowd density or quality: Lower it in busy locations if NPC count, animation, or simulation appears to be a CPU constraint.
  • Geometry or mesh detail: Test a lower level if object complexity is expensive; objects may look visibly simpler.
  • Shadow distance: It can be relevant in CPU-limited scenes as well as reducing GPU work.

Do not lower resolution expecting it to fix a CPU limit. Setting names and costs differ by game; Intel’s Unreal Engine optimization guidance emphasizes tuning scalability thresholds for the game and target hardware rather than applying universal values (Intel’s Unreal Engine optimization chapter).

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Textures and filtering: lower them only for a reason

Texture quality primarily consumes VRAM and memory bandwidth; it may have little effect on raw FPS while enough graphics memory is available. Keep textures High or Ultra if they fit comfortably and performance is smooth. If VRAM is full, texture streaming hitches, or surfaces load late, test lower texture quality, streaming quality, material quality, texture resolution, or a high-resolution texture pack. The trade-off is blurrier surfaces, and some games may show more pop-in or delayed loading.

Texture filtering, including anisotropic filtering, usually costs less than major lighting or resolution settings. Keep it relatively high unless a repeatable test shows a problem. Unreal’s scalability guidance notes that texture-streaming behavior can affect image quality, artifacts, and smoothness because of memory transfers (Epic’s scalability reference).

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Anti-aliasing and post-processing

Anti-aliasing

Anti-aliasing reduces jagged edges, but algorithms have different trade-offs. FXAA is generally low-cost but can look soft; SMAA, TAA, and temporal upscalers vary by game and may trade sharpness for reduced shimmering. Try resolution scaling and major lighting settings before reducing anti-aliasing. If you do test it, compare moving edges and foliage as well as still images. NVIDIA describes FXAA as having less performance impact than some other anti-aliasing options, but quality remains game-dependent (NVIDIA’s 3D settings reference).

Post-processing

Motion blur, depth of field, film grain, bloom, lens flares, chromatic aberration, sharpening, and color grading mostly change presentation and clarity. Disabling motion blur, film grain, chromatic aberration, or depth of field may make the picture easier to read, but often yields only modest FPS gains. Treat these as preference or clarity settings unless testing shows a particular effect is unusually costly in your game.

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Frame generation and input latency

Rendered FPS counts frames produced by the game’s normal rendering pipeline. Frame generation inserts or interpolates frames so that the display can receive frames more frequently. The displayed number can rise without a corresponding increase in the game’s underlying responsiveness.

  • First establish a stable base frame rate with ordinary rendering or upscaling.
  • Then test frame generation in a representative scene, checking mouse or controller response as well as visual smoothness.
  • Watch for ghosting, UI artifacts, warping around fast-moving objects, or uneven motion if the base rate fluctuates.
  • For competitive play, prioritize stable base FPS, consistent frame times, and low latency; frame generation may be a poor trade if responsiveness matters most.
  • For a slower-paced cinematic game, it may be worth trying after ordinary performance is stable.

Use a supported in-game low-latency option when appropriate, but do not confuse it with an FPS-quality setting. NVIDIA says Reflex synchronizes the CPU and GPU pipelines to reduce latency in supported games (NVIDIA Reflex). DLSS features and frame-generation availability depend on the GPU, game, driver, and integration; AMD HYPR-RX also combines features only on supported hardware and titles (NVIDIA App; AMD HYPR-RX requirements).

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A repeatable settings-tuning process

  1. Record a baseline. Restart the game if needed, load a repeatable benchmark, replay, or area, and record average FPS, 1% lows, GPU utilization, CPU or per-core load, VRAM use, resolution, and upscaler mode. Include the kind of gameplay that normally causes drops.
  2. Choose a realistic target. Examples include 60 FPS for a single-player game or 90/120 FPS for a high-refresh display. A stable 144 or 240 FPS target is useful only if your system can maintain it. A cap below the monitor’s maximum refresh rate can help in some variable-refresh setups, but the right value depends on the monitor, VRR support, sync setup, and limiter.
  3. Remove the largest optional costs. Test path tracing, ray-traced features, high volumetrics, shadow quality, and reflections. Change one option at a time where practical so you can identify what helped.
  4. Try the built-in upscaler. Start at Quality and inspect motion and fine detail, then test Balanced or Performance if you still miss your target.
  5. Target the measured bottleneck. For a GPU limit, test internal resolution, lighting, shadows, reflections, volumetrics, effects, or foliage. For a CPU limit, test view distance, crowds, foliage distance, geometry, simulation, or shadow distance. For VRAM pressure, test textures and streaming options.
  6. Re-test the same scene. Record results after each meaningful change. Revert settings that cause a large visual loss for negligible improvement, and stop once performance is stable enough for your target.
  7. Tune latency separately. Test the game’s low-latency or Reflex option if supported. Avoid stacking multiple frame caps and synchronization systems without checking which one controls presentation.

V-Sync, G-SYNC, FreeSync, in-game limiters, driver limiters, and frame generation can interact differently; there is no single frame-cap rule for every display and game. If a setting appears to do nothing, it may be because the wrong bottleneck is being changed, an FPS cap is active, the test scene does not exercise that setting, or the game requires a restart to apply it.

Starting profiles for common situations

These are illustrative starting points, not universal prescriptions. Change them according to measured performance and visual preference.

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Situation Starting settings What to watch
GPU-limited at 1440p Built-in upscaler at Quality; ray tracing off; shadows High; volumetrics Medium; textures High if VRAM permits Compare image clarity in motion, then lower upscaler quality or lighting only if needed.
CPU-limited open-world game Keep output resolution unchanged; test view distance, crowds, foliage distance, and geometry at Medium; ray tracing off Check drops in crowded areas and during traversal; lower resolution may not help.
Competitive shooter Native resolution or high-quality upscaling; motion blur off; supported low-latency mode on; frame generation generally off Prioritize responsiveness, clarity, and consistent frame times over a high displayed-FPS number.
Low-VRAM GPU Test Medium textures or reduced streaming quality; ray tracing off; upscaler at Quality or Balanced Look for fewer VRAM-related hitches without unnecessary texture blur.

When a change makes things worse or does nothing

Lowering settings does not improve FPS

The game may be CPU-limited, capped by V-Sync or another limiter, limited by a power or thermal issue, or stuttering during shader compilation or asset streaming rather than rendering. Confirm the monitor is using its intended refresh rate, check overlays or driver overrides, and test a scene that uses the setting you changed. Some games require a restart before a setting takes effect.

Lowering textures causes more stutter

Texture settings can affect streaming behavior, and the original hitch may have another cause. Change texture options independently and, if available, watch VRAM use, disk activity, and frame-time spikes before and after.

Upscaling looks worse than native

Try a higher-quality mode, a different supported upscaler, or less sharpening. At 1080p, the internal image may become too soft when scaling aggressively; native rendering with a lower graphics preset may look better. Compare moving detail, where ghosting and reconstruction artifacts are easier to spot.

Frame generation reports high FPS but feels poor

Check base rendered FPS and responsiveness. If the base rate is low or unstable, disable frame generation and improve ordinary rendering performance before testing it again.

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Ray tracing is already off but performance is still low

Return to the bottleneck check. For a GPU limit, test upscaling, shadows, global illumination, reflections, and volumetrics. For a CPU limit, test view distance, foliage, crowds, or simulation settings instead.

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