Open any graphics menu and you're staring at twenty sliders, each promising to make the game "look better." What the menu never tells you is that they don't cost the same. A handful of settings eat 30–40% of your frame rate between them; the rest are nearly free and you'd never notice them off in a firefight. If you turn everything to Low in a panic, you throw away image quality you could have kept for almost no gain. The trick is knowing which knobs are expensive, which are cheap, and the order to touch them in. This guide gives you that order, plus a quick estimator so you can predict your gain before you even alt-tab back in.
The expensive settings (touch these first)
These are the frame-eaters. Lowering any one of them tends to move the needle more than the entire bottom half of the menu combined.
Shadows — usually the single most expensive setting in a modern game. Every dynamic light casting soft, high-resolution shadows is a second render pass. Dropping from Ultra to Medium/Low often buys 8–15% with barely visible difference in a fast game.
Ambient occlusion — the soft contact shadowing in corners and under objects. Modern variants (HBAO+, GTAO) are pretty. Turning AO off is one of the cleanest free-frame trades because you rarely notice its absence in motion.
Reflections — screen-space and especially ray-traced reflections are brutal on the GPU. Water, wet streets, and glossy floors are the culprits. Low or off is a big win on reflective maps.
Volumetrics / volumetric lighting and fog — god-rays and thick atmospheric fog are full-screen effects that scale badly. High settings here can quietly cost more than shadows on foggy maps.
View / draw distance — pushes more geometry and foliage to be drawn each frame. This one leans on the CPU as much as the GPU, so it matters more if you're CPU-bound (more on that below).
Anti-aliasing — MSAA and supersampling are expensive; TAA and FXAA are cheap. If you're on TAA you're already fine. Avoid MSAA/SSAA unless you have frames to spare.
Rule of thumb: anything that simulates light bouncing — shadows, ambient occlusion, reflections, volumetrics — is expensive. Anything that's a flat texture or a one-time setting — texture resolution, anisotropic filtering — is nearly free on a modern card.
The nearly-free settings (keep these high)
Texture quality — costs VRAM, not frame time. If you have the video memory, keep it high; it's the biggest visual bang for zero GPU-compute cost.
Anisotropic filtering — sharpens textures at oblique angles. 16x costs almost nothing on any GPU made in the last decade. Always max it.
Texture filtering / detail — minor impact, big clarity win.
Resolution, render scale, and upscaling
Resolution is the master dial — every pixel is work. But you don't have to drop your monitor's native resolution and get a blurry desktop. Render scale renders the 3D scene at a lower internal resolution and stretches it to fit, keeping your UI crisp. A render scale of 90% is often visually near-identical and buys roughly 10%.
Better still is temporal upscaling, which reconstructs a sharp image from a lower internal resolution using motion data. NVIDIA DLSS™, AMD FidelityFX™ Super Resolution (FSR), and Intel® XeSS™ are the three you'll see. All are trademarks of their respective owners. On "Quality" mode they typically look close to native while delivering a large frame gain — frequently the single biggest boost available if your GPU supports it. Set upscaling to Quality first; only drop to Balanced/Performance if you still need frames.
Rough, game-dependent estimates — your mileage varies by GPU, map, and engine.
Are you GPU-bound or CPU-bound?
This is the diagnosis that decides whether graphics settings help you at all. Open your in-game performance overlay (or an external one) and watch utilization while you play:
GPU near 100% — you're GPU-bound. Lowering the expensive graphics settings above will raise your FPS. This is the common case.
GPU well below 100% but FPS still low — you're CPU-bound. Shadows and reflections won't help much; the bottleneck is elsewhere. Lower view distance, crowd/NPC density, and physics; close background apps; and consider a resolution bump (yes, up) since it shifts load back to the idle GPU.
VSync and frame caps
VSync eliminates screen tearing by locking output to your refresh rate, but it can add input lag and, if you dip below refresh, halve your frame rate. For competitive play, prefer a variable refresh display (G-SYNC/FreeSync) with VSync off, or use a frame cap set a few frames below your refresh. Capping isn't about "more FPS" — it keeps frame times consistent and cuts latency, which feels smoother than an uncapped, stuttering number. This ties directly into reducing input lag, and it only pays off if your panel can display the frames — see how refresh rate works.
The free wins outside the graphics menu
Update your GPU drivers. Day-one game-ready drivers routinely add 5–15% in new titles.
Close background apps. Browsers with fifty tabs, Discord overlays, and RGB software all steal CPU and memory bandwidth.
Set your power plan to High Performance (or "Ultimate"), and on laptops make sure the game runs on the discrete GPU, not the integrated one.
Disable in-game overlays you don't use — some add measurable overhead.
The priority order
Update drivers, close background apps, set High Performance power plan.
Enable upscaling (DLSS/FSR/XeSS) on Quality if supported — biggest single win.
Shadows to Medium/Low.
Ambient occlusion and reflections off/Low.
Volumetrics and anti-aliasing (avoid MSAA/SSAA) down.
Render scale to ~90% if you still need frames.
Keep textures and anisotropic filtering high — they're free.
Cap frames just below refresh for smooth, low-latency frame times.
Estimate your gain
Enter your current FPS, tick the settings you plan to lower, and the estimator combines rough per-setting multipliers to project your new frame rate. Treat the numbers as a ballpark, not a promise — real gains swing with your GPU, the map, and the engine.
Interactive · FPS gain estimator
Project your boosted frame rate
Estimated new FPS
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Approx. gain
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Estimates are approximate and combine multiplicatively.
The bottom line: most of your lost frames live in four settings — shadows, ambient occlusion, reflections, and volumetrics — plus whatever upscaling you're not using. Update drivers, turn on DLSS/FSR/XeSS Quality, knock those four down, and leave textures and anisotropic filtering maxed. Confirm you're GPU-bound before you bother, then cap your frames just under refresh for frame times that feel faster than a higher, choppier number ever will.