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DLSSPATCH 2026.10.19

Best graphics and performance settings for a smooth PvE extraction-shooter experience on Steam

By VGSources Team 10 min read

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The smoothest Steam PvE extraction-shooter setup starts with a stable frame-time target, not the highest possible average FPS. Use your monitor’s native resolution, a reliable fullscreen or borderless mode, a cap your system can sustain, and adaptive sync when available. Keep textures as high as your VRAM allows, then reduce shadows, volumetrics, reflections, ambient effects and internal render resolution in that order when the GPU cannot hold the target. Start temporal upscaling at Quality, enable NVIDIA Reflex when supported and latency matters, and judge frame generation by actual game frames as well as the displayed total.

Use this baseline before changing individual options

Apply the following starting point, launch an area that reliably reproduces your normal raids or encounters, and only then tune further. These choices preserve image clarity while giving you a useful reference for diagnosing stutter.

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Setting Starting choice Why it is the baseline
Display resolution Monitor’s native resolution It avoids unnecessary scaling and keeps menus, silhouettes and dark-scene detail as the game intended.
Display mode Fullscreen or borderless, whichever the game handles reliably Reliability matters more than a universal preference; some titles behave better in one mode than the other.
Frame-rate limit A stable value your system can sustain A consistent frame time is easier to aim with than a high but erratic counter. Use the display refresh rate and VRR range as your reference.
Textures Highest level that fits available VRAM Texture quality primarily consumes video memory. Exceeding available VRAM can cause streaming hitches and broad performance loss.
Geometry and visibility Medium or High initially These settings preserve useful scene information; lower them only after identifying a real GPU or CPU limit.
Temporal upscaling Quality Quality mode reduces render cost while retaining more detail than Balanced or Performance modes.
Shadows, volumetrics, reflections and ambient effects High initially, then reduce in that order when GPU-bound These effects commonly create expensive passes and frame-time spikes.
Reflex On when the game supports it and latency is a priority It is a separate latency control; it does not replace a sensible frame cap or image-quality tuning.

Do not treat this as a permanent preset. It is a controlled starting state that lets you see which change actually improves frame-time consistency.

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Set resolution, refresh rate and synchronization first

Choose native resolution and a dependable display mode

Select the monitor’s native resolution in the game’s video menu. If the game offers both exclusive fullscreen and borderless windowed mode, test each for one repeatable route. Keep the mode that avoids focus problems, scaling surprises or inconsistent frame delivery on your system. There is no evidence for a single mode being universally faster across Steam extraction shooters.

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Match the cap to what the system can really hold

Set an in-game cap at a value that remains achievable during firefights, AI-heavy rooms and extraction transitions, not just in an empty corridor. A cap that your hardware reaches only in quiet scenes still permits large frame-time swings when the workload rises. Use the monitor’s refresh rate and adaptive-sync behavior as the ceiling reference, then verify the result with frame-time graphs rather than the average FPS number alone.

Decide between VRR, VSync and uncapped output

Variable refresh rate (VRR) lets the display follow the game’s delivered cadence within its operating range. When both monitor and game support VRR, enable it and cap below the practical refresh ceiling if that produces steadier frame times. The exact cap depends on the display’s refresh behavior and the stability of your game; measure rather than assuming a universal number.

If VRR is unavailable, VSync is the straightforward choice when eliminating visible tearing matters more than minimum latency. An uncapped or separately capped mode can feel more immediate, but it may produce tearing and uneven delivery. Test the alternatives on the same route while watching frame-time consistency. Steam’s graphics guidance explains that refresh rate and VSync determine how frames above the display refresh are presented.

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Protect VRAM before chasing image quality

Keep textures high until memory pressure appears

Textures are often the least damaging place to spend performance when your graphics card has enough VRAM. They mainly occupy memory rather than adding the same per-frame shading cost as volumetric lighting or reflections. Keep them at the highest setting that fits; lower them when the performance overlay shows memory saturation, texture streaming hitching or sudden stalls as new rooms load.

When VRAM is exhausted, lowering unrelated options first can leave the real problem untouched. Reduce texture quality one step, retest the same route, and then lower internal resolution only if the GPU is still overloaded. If stutter disappears after the texture change, restore other settings one at a time so you do not sacrifice clarity unnecessarily.

Use texture filtering’s conservative default

Texture filtering changes how surfaces look at oblique angles. AMD describes Standard filtering as the preferred default because its performance and image-quality impact are small. Leave it at the game’s standard setting unless you have a specific visual reason to change it; it is rarely the first lever for solving extraction-shooter stutter.

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Choose an upscaler by image stability and latency, not the name alone

Start with Quality mode

Temporal upscalers render internally below the output resolution and reconstruct the final image. Quality mode is the sensible first step because it lowers GPU work while retaining more fine detail. If native rendering cannot sustain your target, move to Balanced, then Performance only when necessary. Every step trades additional softness or reconstruction artifacts for more headroom.

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Steam’s graphics documentation defines resolution scaling as internal render resolution: a value below 1.0 reduces GPU overhead and raises frame rate, but makes the image softer. That same trade-off applies when a game’s temporal upscaler exposes Quality, Balanced and Performance modes.

DLSS, FSR and the game’s temporal option

Use the reconstruction method the game supports, then compare it at the same output resolution and cap. DLSS and FSR are not interchangeable quality labels across every title; implementation, sharpening and motion-vector quality differ. Evaluate distant foliage, thin railings, weapon sights, particles and movement in dark scenes. A mode that looks clean while standing still can shimmer or smear during a sprint.

In GROUND BRANCH, the official announcement lists DLSS, DLAA and NVIDIA Reflex support. DLAA is a native-resolution anti-aliasing option rather than an upscaling mode, so it is useful when you have GPU headroom and want to compare native clarity against DLSS. Do not assume that support in one game means every extraction shooter exposes the same options.

When to prefer native rendering

Stay native when your GPU can hold the target with a stable frame time and the upscaler introduces distracting reconstruction artifacts. Native output is also a useful control when troubleshooting: compare it with Quality at the same cap to determine whether the upscaler is solving a GPU limit or merely changing image characteristics.

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Lower the expensive effects in a deliberate order

Change one group at a time and keep textures intact unless VRAM is the measured problem. The following order prioritizes effects that commonly consume substantial GPU time while preserving geometry and surface detail.

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1. Screen-space global illumination and ambient effects

Screen-space global illumination (SSGI) and similar ambient effects can create large spikes in scenes with many surfaces and lights. The official GROUND BRANCH announcement recommends disabling SSGI, using half-resolution, or reducing its quality on lower-end PCs to preserve a usable frame rate. Try the smallest reduction that removes your spike; ambient shading is often less important to target acquisition than a consistent frame time.

2. Shadows

Shadow quality and distance determine how much geometry is rendered into shadow maps. Lower the quality or distance one step when GPU load is high, then check dark interiors and doorways. If silhouettes become difficult to read, restore distance and reduce another effect instead. The goal is to remove excess cost without hiding enemies in the environments where visibility matters most.

3. Volumetric fog and clouds

Volumetrics add work across large portions of the screen and can become especially expensive during smoke, weather or bright shafts of light. Reduce quality or resolution after testing shadows. Compare a foggy route rather than an empty lobby, because the setting’s cost is workload-dependent.

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4. Reflections

Reflections can be costly on wet floors, glass and metallic surfaces. Lower their quality after shadows and volumetrics if the GPU remains saturated. Preserve them when they provide useful cues in a map, but do not spend frame time on mirror-like detail that does not affect navigation or target identification.

5. Post-processing and screen-space illumination

Reduce post-processing and screen-space illumination after the larger contributors above. Keep enough anti-aliasing and sharpening to avoid a noisy image, then compare motion rather than a static screenshot. Excess sharpening can make reconstruction artifacts appear worse even when the frame rate improves.

Separate GPU limits from CPU and engine limits

Average FPS alone cannot tell you what to lower. Record GPU utilization, CPU utilization, VRAM use, average FPS, 1% lows and frame-time consistency on the same route.

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Signs of a GPU-bound run

  • GPU utilization stays high while frame time rises during effects-heavy views.
  • Lowering shadows, volumetrics or internal resolution improves the measured frame time.
  • VRAM is not exhausted, or reducing textures resolves a separate memory-streaming problem.

For this case, keep geometry and textures where possible and reduce the GPU-heavy effects in the order above. If Quality upscaling is not enough, move to Balanced before Performance.

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Signs of a CPU, background-process or engine limit

  • GPU utilization is low while frames remain slow.
  • Lowering resolution produces little or no improvement.
  • Spikes occur during AI activity, streaming, shader compilation or a particular patch.

Graphics sliders cannot fully repair these conditions. Close unnecessary background processes, allow shader compilation to complete when the game provides that process, and check the title’s current patch notes or support information. Confirm each suspected cause on the same repeatable encounter; do not label a game CPU-bound from one quiet scene.

Frame generation: check real frames, not just the headline number

Frame generation inserts additional displayed frames between rendered game frames. It can make motion appear smoother, but it does not automatically provide the same input response as producing more actual game frames. Steam’s performance overlay distinguishes generated frames from actual game frames, so record both values.

Use frame generation only after the underlying game already delivers a stable cadence. If actual frames are low or uneven, generated images can make the counter look better while controls still feel delayed or artifacts become obvious around fast-moving characters, weapons and foliage. Compare a repeatable turn, sprint and firefight with generation off and on. Keep it enabled only when the displayed smoothness is worth its latency and visual trade-offs for your play style.

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Use NVIDIA Reflex as a separate latency setting

When a title supports NVIDIA Reflex and input latency is a priority, enable it and then retest your cap and synchronization settings. Reflex addresses latency behavior; it is not an image-quality preset and does not guarantee a higher FPS number. Keep the frame-rate cap that gives the most consistent frame time after Reflex is enabled.

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GROUND BRANCH’s official announcement lists Reflex alongside DLSS and DLAA. Other games may expose different combinations, so use the labels present in the title’s own graphics menu rather than copying a preset from another game.

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A repeatable tuning procedure

  1. Choose a test route. Use the same raid segment, encounter or traversal path, including an effects-heavy area that normally causes trouble.
  2. Record the baseline. Note resolution, display mode, cap, synchronization mode, upscaler, average FPS, 1% lows, frame-time graph, GPU and CPU utilization, VRAM use, and actual versus generated FPS when available.
  3. Fix memory pressure first. If VRAM is saturated or streaming hitches appear, lower textures one step and repeat the route.
  4. Reduce one GPU group. Test SSGI or ambient effects, then shadows, volumetrics, reflections and post-processing. Change only one group between runs.
  5. Test upscaling. Compare native output with Quality, then Balanced if the target remains out of reach. Keep the mode that holds frame time without unacceptable motion artifacts.
  6. Check synchronization. With VRR available, test a stable cap below the practical refresh ceiling. Without VRR, compare VSync with your preferred capped or uncapped mode while watching tearing and latency.
  7. Investigate non-GPU spikes. If lowering resolution does not help and GPU utilization is low, examine CPU load, background processes, shader compilation and title-specific patches.
  8. Validate in real play. Recheck dark interiors, smoke, long sightlines, AI-heavy rooms and extraction transitions before committing to the settings.

Keep a short note of each change. Reverting a single setting is far easier when you know which change produced the improvement.

Practical profiles without pretending every PC is the same

Image-quality-first profile

Use native resolution, native anti-aliasing or the game’s highest-quality temporal option, high textures within VRAM, and medium-to-high geometry. Cap at a sustainable value and reduce only SSGI, shadows, volumetrics or reflections that cause measured spikes. This profile suits systems that already meet their target and want to preserve dark-scene detail.

Balanced profile

Use Quality upscaling, high textures that fit VRAM, medium or high geometry, and reduced shadows and volumetrics. Keep VRR enabled when available and cap for consistent delivery. This is the normal starting point when native rendering misses the target but the GPU still has enough memory for detailed textures.

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Performance-first profile

Use Balanced upscaling, moving to Performance only when necessary; reduce SSGI or disable it, then lower shadows, volumetrics and reflections. Keep textures high only if VRAM remains comfortable. Preserve geometry and visibility until testing shows they are the actual bottleneck, because removing scene information can hurt awareness more than lowering lighting quality.

Choose the display around the experience you can sustain

A high-refresh-rate gaming monitor with adaptive sync is the clearest hardware match for this genre. Refresh rate, VRR and VSync directly affect how the game presents frames, so a display that can follow a stable cadence is more useful than a panel whose maximum refresh the system rarely reaches. No specific model, price or stock claim is established here; evaluate the monitor’s refresh range, adaptive-sync support and native resolution against the frame-rate target you can actually maintain.

Game-specific checks before copying a preset

Settings names hide important implementation differences. When comparing a particular title, measure native versus upscaled image quality, GPU frame time, CPU frame time, VRAM use, 1% lows, input latency, visibility in dark scenes, and actual versus displayed FPS with frame generation. Repeat the comparison after major patches because shader behavior, streaming and reconstruction can change. A setting that is cheap in one map or engine may be expensive in another, so treat published presets as hypotheses and verify them on your own repeatable route.

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