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Ember & BladePATCH 2026.10.20

Best graphics settings for improving Ember & Blade PC performance

By VGSources Team 10 min read

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For a PC close to Ember & Blade’s official recommended tier, start at 1080p with the High preset, keep textures high while VRAM allows, and cap the frame rate at a refresh rate your system can sustain. The published goal is 60 fps at 1080p on High, including peak monster waves, but that is a target tied to specific hardware—not a guarantee for every system.

If performance drops, change settings in this order: resolution or upscaling, ray tracing and costly lighting if the current build exposes them, shadows, effects and post-processing, then textures only when VRAM or texture streaming is the problem. Test one group at a time so you know which change solved the slowdown.

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What the official requirements actually promise

The current Steam listing describes two very different performance targets. The minimum Windows tier is designed for 720p at 30 fps on the Lowest preset. The recommended tier targets 1080p at 60 fps on High, including the heaviest monster waves. Treat those figures as the game’s published design targets rather than independent benchmark results.

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Tier CPU Memory GPU and graphics memory API and stated target
Minimum Windows tier Core i7-6700, Core i3-10100, or Ryzen 3 3100-class processor 8 GB RAM; 16 GB is recommended when using integrated graphics GTX 1050 Ti, RX 570, Intel Arc A380, Radeon 680M, or Intel Iris Xe, each listed with 4 GB VRAM 720p, 30 fps, Lowest settings
Recommended Windows tier Core i5-12400F or Ryzen 5 5600 16 GB RAM GeForce RTX 3060 or Radeon RX 6600 XT DirectX 12; 1080p, 60 fps, High settings, including peak monster waves

These specifications come from the current LINE Games/Steam listing. A minimum-tier computer is not a 1080p/60 system simply because it can launch the game; its published objective is a much lower resolution, frame rate and quality level. Conversely, a recommended-tier computer should be your starting point, not proof that every scene will hold 60 fps under every driver, build or background workload.

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Why the wave qualification matters

Monster waves are the important stress case. A quiet area can appear smooth while a large encounter produces longer frame times from effects, shadows, animation and simulation work. Judge a setting change by the most demanding repeatable section you can reach, not by standing in an empty room.

Recommended starting preset

  1. Select DirectX 12 if the current PC version presents an API choice and your system meets the recommended Windows specification.
  2. Set 1920×1080 output resolution on a recommended-tier PC. If your display is a different native resolution, use the panel’s native mode first and adjust internal resolution through the game’s scaling or upscaling option.
  3. Choose High quality as the initial preset. Do not immediately lower every option; a preset gives you a known baseline for troubleshooting.
  4. Keep textures as high as available VRAM permits. Texture quality mainly consumes graphics memory. Lower it when you see texture-streaming pauses, missing detail, or VRAM exhaustion rather than as your first response to an ordinary GPU load.
  5. Set a frame-rate cap to a value the system can hold in the busiest fights. Sixty frames per second is the published target, but a lower, stable cap can feel better than an uncapped rate that repeatedly falls through the display’s refresh range.
  6. Enable adaptive sync on a compatible monitor and graphics driver when available. Use the game’s VSync option only with a clear reason: MSI’s July 30, 2026 graphics guide notes that VSync also caps frame rate, while frame-synchronization controls primarily affect smoothness.

This baseline preserves image quality while leaving a clear sequence of lower-impact compromises. If your computer is below the recommended tier, use the same order but begin at the resolution and preset your hardware can sustain.

Settings to lower first

The following order is a tuning sequence, not an Ember & Blade-specific benchmark. MSI’s July 30, 2026 guidance places resolution and ray tracing among the highest performance costs, describes DLSS, FSR and XeSS as reconstruction methods that can recover performance, and groups textures as a medium-impact, VRAM-heavy setting. Apply one group, replay the same demanding section, and record whether frame time improved.

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1. Resolution and upscaling

Resolution determines how many pixels the GPU must shade. If the GPU is at or near full utilization and the frame rate is below your cap, this is usually the fastest high-impact adjustment.

  • First select the highest-quality DLSS, FSR or XeSS mode exposed by your current build. Quality-oriented modes preserve more detail than aggressive performance modes.
  • If no upscaler is available, reduce the internal-resolution or render-scale control in small steps while leaving the display output at its native mode.
  • Inspect thin geometry, text and moving edges after each change. A large performance gain that makes the image visibly unstable may be a poor trade for your screen size.

Do not assume a particular technology exists because a guide or video mentions it. Options are build-sensitive, and the current menu is the authority for your installation.

2. Ray tracing and expensive lighting

Disable ray tracing or unusually costly lighting features before sacrificing texture quality when those controls are present. These effects can multiply the work required for reflections, shadows and indirect light. Make the change, then test a scene containing water, many lights or a large fight; a quiet scene may hide the difference.

If the option is absent, do not try to recreate it with unrelated settings. Some demos and early-access builds expose fewer controls than other versions.

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3. Shadows

Move shadows from High to Medium first. This often removes a substantial GPU cost while retaining the shape and grounding that make characters readable. Use Low only if the frame rate still misses your cap or if a particular encounter remains unstable. Check foliage, enemies and long outdoor views after changing the setting; those are where shadow-map work is easiest to notice.

4. Effects and post-processing

Large monster waves can combine particles, flashes, fog and screen effects. Reduce effects quality when slowdowns coincide with those moments. If you value a clean view over cinematic presentation, disable motion blur; it changes perceived clarity rather than solving every underlying frame-time spike.

Post-processing controls vary by build. Change the expensive-looking effect that coincides with the spike instead of turning off every filter at once, and keep a note of the original preset so you can restore it.

5. Textures

Lower textures only when graphics-memory pressure is the symptom. A GPU with insufficient VRAM may stream assets repeatedly, causing hitching even when average frame rate looks acceptable. Reducing texture quality frees VRAM but does not substantially reduce the cost of drawing each frame when the GPU core itself is the bottleneck.

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6. Frame pacing and synchronization

Once average performance is adequate, make delivery consistent. Use a cap below the rate your PC cannot hold during the busiest waves, then pair it with adaptive sync when your monitor supports it. An uncapped counter can show a high number while frame times arrive unevenly; a stable cap generally produces smoother camera movement and input response.

Recognising the bottleneck before changing settings

Use an on-screen performance overlay from your GPU software or another trusted monitor. Watch GPU utilization, VRAM allocation, system memory and frame-time graphs while repeating the same demanding action. The pattern tells you which setting family is relevant.

Observed pattern Likely limitation First change to try
GPU utilization stays high and frame time rises with resolution GPU shading or lighting load Use a quality upscaler mode or reduce internal resolution; then disable costly lighting and lower shadows
GPU utilization is modest but frame time spikes during many enemies CPU, simulation or draw-call workload Lower effects and shadows, close background applications, and use a stable cap; resolution changes may have little effect
VRAM approaches the card’s limit and hitching accompanies new areas Texture streaming pressure Lower textures one step and retest streaming-heavy areas
Average fps appears acceptable but motion feels uneven Frame-pacing or synchronization mismatch Set a sustainable cap and configure adaptive sync or VSync deliberately

These are diagnostic patterns, not measured claims about a particular card. The same symptom can have more than one cause, so change one category and verify the result.

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Upscaling options are dependent on the game build

Ember & Blade is still receiving optimization work, and graphics labels can change between demos and early-access versions. The developers’ Demo 2.2 notes list screen-space reflections for water, fog changes, shader cleanup, expanded GPU instancing and restored environment materials under “Graphics, Sound & Optimization.” They also state: “The FSR upscaler option is hidden in this build.”

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That notice has two practical consequences:

  • Open the current graphics menu before planning around FSR, DLSS, XeSS, ray tracing or frame generation. A feature discussed for another build may be missing or temporarily hidden in yours.
  • Do not treat an absent upscaler as a configuration error until you have checked the version’s patch notes and restarted the game after an update. Menu labels and performance can differ between demos.

If frame generation is exposed in a later build, evaluate input feel and frame-time consistency as well as the displayed frame rate. The supplied requirements do not promise a frame-generation result, so it should be considered an optional tool rather than part of the official 60-fps specification.

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Preset choices by hardware headroom

Hardware situation Starting resolution and quality What to preserve What to reduce first Evidence-based expectation
At or near the recommended CPU, 16 GB RAM and RTX 3060/RX 6600 XT class 1080p, High High textures while VRAM allows; a sustainable frame cap Upscaling quality, costly lighting, then shadows if peak waves miss the cap The official listing targets 60 fps on High at 1080p, including peak waves; individual results are not guaranteed
Between minimum and recommended GPU capability 1080p with a quality upscaler if exposed, otherwise a reduced internal scale; begin at Medium or High and test Texture clarity if VRAM is sufficient Resolution, lighting and shadows before textures No official 1080p/60 result is stated for this class
Minimum-tier or integrated-graphics hardware 720p, Lowest, matching the official minimum target A stable cap and readable image Every costly lighting, shadow and effects option available; textures only if VRAM is constrained The official minimum target is 30 fps at 720p on Lowest; 1080p/60 is not the stated goal

For integrated graphics, the listing recommends 16 GB of system memory even though the general minimum lists 8 GB. Integrated GPUs share system memory, so that distinction matters when choosing between a low-memory laptop and a desktop with room for more RAM.

A repeatable tuning procedure

  1. Record the baseline. Note resolution, preset, cap, synchronization mode and whether an upscaler is active. Capture a short frame-time trace during the same wave or busy area each time.
  2. Confirm the build. Check the title screen or launcher version and read the current graphics notes. Do not copy a setting list from a different demo without checking whether its controls exist in your menu.
  3. Decide whether the GPU or CPU is limiting. Use utilization and frame-time behavior while the slowdown is occurring, not only in a quiet scene.
  4. Apply one high-impact change. For a GPU limit, select the best-quality available upscaler or reduce internal resolution. For a lighting-heavy scene, disable ray tracing or the most expensive lighting option.
  5. Replay the identical stress case. Use the same camera position, route or wave whenever possible. If the frame-time graph does not improve, restore the setting and test the next category.
  6. Lower shadows before textures. Move High to Medium, then retest. Keep textures high unless VRAM or streaming symptoms point directly at them.
  7. Set the cap after quality tuning. Choose a rate your system can hold in the worst repeatable section, then configure adaptive sync or VSync to avoid conflicting caps.
  8. Save a named profile. Keep a “quality” profile and a “waves” profile if the game supports profiles. This makes it easy to compare future patches without losing your preferred image.

Keeping peak monster waves smooth

When the game is smooth in exploration but stutters in combat, avoid judging success by the average frame-rate number alone. A short frame-time spike is more visible during camera movement than a small difference in average fps. Lower effects that coincide with particles and flashes, then shadows if many enemies cast or receive shadows. If GPU utilization is not high during the spike, reducing resolution may leave the problem unchanged; a frame cap and fewer background tasks can help pacing, but the build may still need optimization.

The developers describe optimization as ongoing and invite performance feedback. That means a patch can change both the cost of an effect and the usefulness of a particular setting. Recheck your profile after major updates rather than assuming an old recommendation remains optimal.

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Common mistakes and their fixes

  • Using the minimum specification as a 60-fps promise: The minimum target is 720p/30 on Lowest. Start there on minimum-tier hardware.
  • Lowering textures first: This can make the image worse without solving a shader or lighting bottleneck. Check VRAM and streaming behavior before changing it.
  • Leaving the game uncapped: A high menu number can hide uneven frame delivery. Cap to a sustainable rate and use one deliberate synchronization strategy.
  • Assuming FSR or another upscaler must be present: Demo 2.2 explicitly hid FSR. Check the build’s menu and notes before troubleshooting a missing option.
  • Changing every option at once: You lose the ability to identify the expensive setting. Restore the preset and adjust one group at a time.
  • Comparing an empty area with a monster wave: Use the heaviest repeatable encounter as your test case, because that is where the official recommended target is qualified.
  • Trusting an invented benchmark: No independent Ember & Blade benchmark is established here. Treat the Steam targets as specifications, not as a universal FPS table for every graphics card.

Choosing a display for a stable result

If your goal is a consistent 60 fps rather than the highest possible counter reading, an adaptive-sync gaming monitor can help the display follow small frame-rate variations. Match the monitor’s usable refresh range to the cap you can actually sustain, and avoid stacking an in-game cap, driver cap and VSync limit without checking which one is controlling the final rate.

The display cannot create performance that the PC does not deliver. It is the final part of the chain after resolution, lighting, shadows, textures and frame pacing have been tuned for the current build.

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