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PC game settings, explained option by option

Last updated: November 4, 2026

PC Graphics Settings Cheat Sheet: Every Option Explained

Banner for the PC graphics settings cheat sheet

This is the page we wish every graphics menu came with: one table per category, every common option listed, what it actually does, what we set it to, and how much frame time it costs. Use it as a reference while tuning any game — the names shift between titles, but the systems behind them do not.

Resolution & Scaling

OptionWhat it doesOur settingCost
ResolutionPixels the game outputsNativeHigh
Render / Resolution ScaleInternal size before stretching to output100% if native holds, else 90%Very high
Dynamic ResolutionAuto-adjusts scale to protect frame rateOff (fixed is predictable)Variable
DLSS / FSR / XeSSRenders lower, reconstructs detailQuality mode when neededSaves frames
Frame GenerationInserts interpolated framesOff for shooters, on for cinematicSmoothness, not latency

More detail: DLSS modes compared, FSR at 1080p, dynamic resolution explained.

Anti-Aliasing

OptionWhat it doesOur settingCost
MSAAMultiple samples per edge2x–4x at mostVery high
TAABlends frames to steady edgesOn, with sharpeningMedium
FXAABlurs detected edgesCheap fallbackLow
SMAASmarter single-pass edge detectionGood middle optionLow–medium

Full comparison: TAA vs FXAA vs SMAA.

Textures & Filtering

OptionWhat it doesOur settingCost
Texture QualityResolution of surface imagesHighest your VRAM holdsVRAM, not frames
Anisotropic FilteringKeeps angled surfaces sharp16x, alwaysVery low
Texture Filtering QualitySampling qualityHighLow

Why these are the best value in any menu: texture quality, anisotropic filtering.

Shadows & Occlusion

OptionWhat it doesOur settingCost
Shadow QualityResolution and range of shadowsMedium (Low in competitive)High
Shadow DistanceHow far shadows are drawnMediumMedium
Ambient OcclusionContact darkening in cornersMedium; off in shootersMedium
Ray Traced ShadowsPhysically accurate shadow castingOff unless headroomVery high

Effects & Volumetrics

OptionWhat it doesOur settingCost
Effects / Particle QualitySpell, smoke and explosion particlesMedium; Low in teamfights gamesHigh in combat
Volumetric Fog / LightLight shafts and hazeMediumHigh
ReflectionsScreen-space or ray traced reflectionsMedium; Low in shootersHigh
Global IlluminationBounced light, often software-basedMedium; the first big cut on UE5 gamesVery high
Foliage / GrassDensity of plantsMedium; Low in shootersHigh
View DistanceHow far objects and actors drawMedium or higher — never minimumMedium

Why global illumination is the usual culprit: ray tracing cost vs payoff.

Post-Processing

OptionWhat it doesOur settingCost
Motion BlurSmears movementOffLow–medium
Depth of FieldBlurs out-of-focus areasOff in play, on for screenshotsLow
BloomGlow around bright sourcesOn (part of the art)Low
Film GrainAdds noise textureOffNone
Chromatic AberrationColour fringing at edgesOffNone
SharpeningEdge contrast boostLow–medium when upscalingVery low

Full reasoning: motion blur, why games look blurry.

Frame Rate & Latency

OptionWhat it doesOur settingCost
Frame Rate CapLimits frames per secondYour refresh rate, minus a littleFree
VSyncSyncs to display, removes tearingOff for shooters, on if tearingAdds latency
Reflex / Anti-LagTrims the render queueOn where offeredFree
Reduce BufferingFewer queued framesOn in competitive titlesFree

More: VSync on or off, DLSS and input lag.

If You Only Change Three Things

  1. Shadow quality down. The biggest frame gain that most players tolerate without complaint.
  2. Reflections and volumetric fog down. Expensive, and you rarely study them mid-fight.
  3. Texture quality and filtering up. Almost free, and they are why the image looks sharp rather than mushy.

Rule of thumb: cut what is expensive and rarely noticed; keep what is cheap and constantly seen. That single sentence resolves most settings menus. When in doubt, look at a wall six feet away — if the detail is blurry, you cut the wrong thing.

Disclaimer: All settings recommendations are subjective preference guides only. Results may vary based on individual hardware, game patch version, driver releases and personal visual taste. This is not a guaranteed universal fix. We do not provide any system modification instructions and take no responsibility for any changes you make inside your game. Always adjust game settings gradually to suit your own preference.

FAQ

Which setting gives the biggest FPS gain?

Shadow quality, then reflections and volumetric effects. Render or resolution scale is even stronger but damages the image more, so it should be a last resort before an upscaler.

Which settings should I never lower?

Texture quality and anisotropic filtering, as long as your memory allows them. They cost little and do most of the work of making a game look sharp.

Does turning everything to Low help me aim?

No. Aim benefits from a stable frame rate and clear silhouettes, not from general ugliness. Cutting shadows and effects helps; cutting textures usually hurts.

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