This guide is for God of War (2018) on PC—the PlayStation 4 game released on PC on January 14, 2022—not God of War Ragnarök. For most desktop PCs, begin with the Original or High preset, use DLSS Quality on a compatible RTX card or FSR 2 Quality on AMD and non-RTX hardware, cap the game at a frame rate your system can hold, and reduce shadows and reflections before lowering textures. These are starting points, not guaranteed benchmark results.
Quick settings recommendation
There is no universal best preset: resolution, VRAM, CPU speed, GPU architecture and your frame-rate target all matter. A stable 60 FPS generally feels better than an uncapped 45–70 FPS that repeatedly hitches.
| Hardware situation | Resolution | Starting point |
|---|---|---|
| Older or minimum-spec PC | 720p–1080p | Low, FSR 2 Performance or Balanced, 30 FPS cap |
| GTX 1060 / RX 570 class | 1080p | Original, FSR 2 Quality or Balanced, target 30–60 FPS |
| RTX 2060 / RX 5700 class | 1080p–1440p | High or Original, DLSS/FSR 2 Quality, target 60 FPS |
| RTX 2070 / RX 5700 XT class | 1440p | High, DLSS/FSR 2 Quality, target 60 FPS |
| RTX 3080 / RX 6800 XT class or better | 4K | High or Ultra, DLSS/FSR 2 Quality or Balanced, target 60 FPS |
These profiles reflect official performance tiers rather than promises for every system. Santa Monica Studio lists targets ranging from 720p/30 on Low to 4K/60 on higher tiers; PCGamingWiki records a 30–120 FPS limiter and an uncapped option. See the official PC specifications and PCGamingWiki reference.
Choose a realistic frame-rate target
- 30 FPS: the appropriate target for minimum-spec systems and many handhelds.
- 60 FPS: the best general target for desktop play when it can be sustained.
- 90–120 FPS: worthwhile on high-refresh displays only when your CPU and GPU can maintain it without sacrificing too much image quality.
Use the in-game limiter where practical. Cap slightly below an unstable peak instead of running uncapped by default.
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Resolution scaling: DLSS, FSR 2 and native rendering
DLSS on RTX GPUs
Open Escape → Settings → Display → Resolution Scaling. Select DLSS Quality first at 1440p or 4K, then try Balanced if the GPU cannot hold its target. Performance is mainly a 4K recovery option; Ultra Performance can look visibly soft at 1080p and is not a general recommendation. DLSS requires a compatible Nvidia RTX GPU. Nvidia documents both DLSS and Reflex in its God of War PC guide.
FSR 2
FSR 2.0 was added in patch 1.0.12. Start with Quality, move to Balanced for a moderate performance gain, and use Performance only when necessary. FSR 2 works on AMD and non-RTX hardware, but clarity and artifacts vary by scene. Compare it with DLSS in motion, especially around foliage, particles, hair and thin geometry. Patch history is recorded in the Steam announcements.
Native resolution and TAA/TAAU
Native rendering is the cleanest baseline and the most expensive. Use it when you have GPU headroom, then compare moving characters and foliage rather than static screenshots. Look for shimmer, ghosting and softness around Kratos, the Leviathan Axe, particles and wires. TAA is part of the standard configuration; PCGamingWiki lists DLSS 2.3 and FSR 2 as the game’s high-fidelity upscalers.
Best settings by resolution and target
1080p at 30 FPS
Use Original or High if the GPU allows it. On minimum hardware, use Low with FSR 2 Balanced or Performance and a 30 FPS cap. At this output resolution, Ultra Performance is usually too soft.
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Start with Original, DLSS or FSR 2 Quality, and a 60 FPS cap. If the GPU is saturated, lower shadows and reflections one step before reducing output resolution.
1440p at 60 FPS
High plus DLSS/FSR 2 Quality is the sensible baseline. Balanced is the next step when Quality misses the target. Keep textures high if VRAM and streaming remain stable.
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4K at 60 FPS
Use High or Ultra with DLSS/FSR 2 Quality or Balanced. Performance is an emergency option; lowering every quality setting is generally a worse first move than using a good upscaler.
Steam Deck and handheld PCs
Do not copy desktop profiles unchanged. Handhelds have lower power and thermal limits, so prioritize a consistent 30 FPS—or a device-appropriate 40 FPS cap—over an unstable maximum. Use the native handheld display resolution, begin with Low or Original, and lower shadows and reflections before textures unless VRAM is clearly the problem.
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What each graphics option does
Texture Quality
Keep High or Ultra while the VRAM estimate and real-world streaming remain stable. Lower it when textures arrive late, become blurry or cause hitching. Texture quality primarily changes surface detail and VRAM use, so it is not automatically the best first FPS cut. The in-game VRAM meter is an estimate, not a guarantee.
Model Quality
Move from Ultra or High to Original or Medium when GPU load is high. The difference is most visible on characters, geometry and distant objects, and its cost varies with resolution.
Shadows
Shadows are a useful, relatively safe reduction from Ultra or High. The PC version adds higher-resolution shadow options, so lowering them can recover GPU time with less image damage than dropping the output resolution.
Reflections
Reduce reflections in water-heavy or reflective areas when GPU usage is high. Their cost and visual effect are scene-dependent, so test a demanding location rather than assuming a fixed gain.
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Ambient Occlusion
GTAO and SSDO improve contact shading around characters, rocks, vegetation and buildings. Lower them only after trying the upscaler and larger GPU-heavy settings; otherwise scenes can look noticeably flatter.
Anisotropic Filtering
Keep this High or Ultra. It sharpens surfaces viewed at an angle and is usually a poor first target for performance cuts.
Effects and atmospheric options
If combat or large outdoor scenes produce drops, reduce effects, fog, particles or atmospheric quality one step at a time. Test combat and traversal separately so you know which change helped.
Display, VSync and HDR
Set the output to your monitor’s native resolution. Borderless Windowed is a sensible default; exclusive fullscreen can behave differently depending on Windows, VRR and drivers. HDR is a calibration issue, not an FPS setting. Use VSync according to your VRR setup and preferred latency rather than expecting it to increase performance.
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Enable Reflex on Nvidia hardware when responsive combat is the priority. Reflex manages latency; DLSS changes rendering workload and reconstruction. Reflex is not a guaranteed average-FPS booster and cannot remove a CPU bottleneck.
Step-by-step setup procedure
- Update the game through Steam or the Epic Games Store. The current Steam announcement record lists version 1.0.13 as a credits-only update dated May 22, 2023.
- Install a current driver for your GPU and allow first-run processing to finish.
- Set the monitor’s native output resolution and choose Borderless Windowed unless fullscreen solves a specific issue.
- Choose a cap of 30, 60, 90 or 120 FPS that your system can sustain.
- In Escape → Settings → Display → Resolution Scaling, select DLSS Quality for RTX, FSR 2 Quality for AMD/non-RTX, or native/TAAU for a baseline.
- Start with Original or High.
- Lower shadows, reflections, model quality and ambient occlusion one step at a time.
- Keep anisotropic filtering high and check the VRAM estimate after major changes.
- Test the same demanding combat and traversal scene for several minutes.
- Adjust the frame cap only after graphics settings are stable. If behavior becomes unusual, restore the preset and change one option at a time.
Find the real bottleneck
| Symptom | First adjustment | Do not do first |
|---|---|---|
| GPU near 100%; lowering resolution helps | DLSS/FSR Quality to Balanced; lower shadows or reflections | Selecting Low immediately |
| Low GPU use; resolution changes do little | Cap FPS, close background programs, check CPU and power modes | Expecting DLSS or FSR to fix CPU limits |
| Late textures and hitching | Lower Texture Quality; close GPU overlays; restart after major changes | Raising textures because average FPS looks acceptable |
| Blurry image | Return the upscaler toward Quality or raise internal resolution | Using Ultra Performance at 1080p |
| Shimmering or ghosting | Compare DLSS, FSR 2 and native in motion | Judging from one screenshot |
| Unstable frame pacing | Cap below the unstable peak; test drivers and overlays | Running uncapped by default |
Stutter and frame-time troubleshooting
First-run processing and traversal hitches are different from permanently poor frame pacing. Santa Monica Studio maintains an Inconsistent Performance support category, so persistent problems are not necessarily caused by a wrong preset.
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- Verify files in Steam or the Epic launcher.
- Update the GPU driver and restart the game after changing scaling modes.
- Temporarily disable third-party overlays and external scaling or frame-generation tools.
- Check temperatures, laptop performance mode and power limits.
- If the issue remains, collect system information and use the official support route.
Ultrawide displays and advanced tweaks
The PC version supports 21:9 ultrawide output. Test gameplay, cutscenes and menus independently because camera framing and UI placement can differ; see Santa Monica Studio’s PC/PS4 differences article.
Community patches can alter TAA, vignette, depth of field and other post-processing effects. Treat them as optional: back up saves and files, confirm version compatibility, expect possible crashes, and remove modifications when troubleshooting. Do not treat unofficial TAA removal, DLL replacements or external frame generation as the normal performance solution.
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Official requirements and purchase fit
The official minimum target is 720p/30 on Low with a GTX 960 or Radeon R9 290X-class GPU. Higher tiers target 1080p/30, 1440p/60 and 4K/60; PCGamingWiki records 8 GB RAM minimum, 16 GB for higher tiers, 70 GB of storage and an SSD recommendation. These are intended targets, not guarantees across every driver and system. The Steam listing confirms customizable graphics, unlocked frame rates, ultrawide support, DLSS and controller customization. A purchase is a poor fit for hardware below minimum specification if your expectation is 1080p/60 without major compromises.
Frequently Asked Questions
Is DLSS better than FSR 2 in God of War?
Neither is universally superior. On supported RTX hardware, compare DLSS and FSR 2 in motion at the same mode; foliage, particles, hair and transparency can change which looks cleaner.
Does Nvidia Reflex increase FPS?
No. Reflex targets latency. It can make controls feel more responsive but is not a guaranteed average-FPS increase.
Why is my GPU not fully utilized?
Low GPU utilization with unchanged FPS after lowering resolution usually indicates a CPU, power, thermal or background-process limit rather than a graphics-quality limit.
Can a GTX 1060 or RX 570 guarantee 60 FPS?
No. Those cards can be a reasonable 1080p starting point with Original settings and FSR 2, but the official tiers are targets, not guarantees for every CPU, driver and scene.
Should I lower textures before shadows?
Usually no. Keep textures high unless VRAM pressure or streaming problems appear; lower shadows and reflections first for ordinary GPU-bound slowdowns.
Quick Recap
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