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This is a starting profile rather than a guaranteed benchmark. Embark’s targets are 60 fps at 1080p on Low for minimum hardware, 60 fps at 1440p on High for recommended hardware, and 90 fps at 1440p on Epic with resolution scaling for its Epic tier. Your actual result varies with map, raid activity, drivers, and patches.
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Recommended ARC Raiders PvE settings at a glance
Apply these values in the game’s Settings or Options → Graphics menu, then change one item at a time while watching frame-time consistency in a representative raid.
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| Setting | Starting value | Why it belongs in the baseline |
|---|---|---|
| Display mode | Fullscreen or Borderless Fullscreen | Use whichever mode is more stable on your system; Borderless is convenient for switching applications. |
| Resolution | Native monitor resolution | Preserves the clearest image before upscaling is introduced. |
| V-Sync | Off | Avoids the extra queueing delay associated with synchronized presentation; use a frame cap instead. |
| Frame-rate limit | Refresh-rate match or a lower stable cap | A stable cap usually feels better than a fluctuating peak FPS. |
| NVIDIA Reflex Low Latency | On, when available | Reduces render-queue latency on supported Nvidia hardware. |
| Upscaling | DLSS, FSR, or XeSS according to GPU; Quality or Balanced | Adds performance while retaining more detail than Performance mode. |
| Field of view | 80 | Provides useful peripheral context without making targets as small as an excessively wide view can. |
| Motion blur | Disabled | Keeps moving enemies and camera turns easier to read. |
| RTX Global Illumination | Static or a lower ray-traced mode when GPU-limited | Lighting quality is expensive; retain a higher mode only when performance headroom exists. |
| View distance | High or Epic | Distant silhouettes, ARCs, and teammates are gameplay information. |
| Shadows | Low | Usually offers a better performance trade than reducing view distance. |
| Post-processing | Low | Reduces image effects that can obscure movement or consume GPU time. |
| Textures | Medium to High, according to VRAM | Texture quality mainly uses video memory; keep it higher if you have room. |
| Effects | Medium | Preserves enough combat readability for explosions and abilities. |
| Reflections | Low to Medium | Reflections are less important to target recognition than view distance. |
| Foliage | Low for visibility priority | Removes some small clutter that can hide players, teammates, or small ARCs. |
| Global Illumination Resolution | Low to Medium | Reduces lighting cost before sacrificing geometry visibility. |
| Anti-aliasing | Medium where the menu exposes a separate option | Balances edge stability against the softness that can accompany aggressive reconstruction. |
GameSpot’s 2025 baseline uses Fullscreen, V-Sync Off, Reflex On, a monitor-matched cap, DLSS or FSR, FOV 80, disabled motion blur, Static RTX Global Illumination, High View Distance, Medium Anti-Aliasing, Low Shadows, Post-Processing and Reflections, and Medium Textures, Effects and Foliage. Dexerto’s 2025 visibility-oriented profile uses Borderless Fullscreen, DLSS, FOV 80, disabled motion blur, High View Distance and Textures, and Low Shadows, Post-Processing, Effects and Foliage, with Medium Reflections and Global Illumination Resolution. The table combines those approaches for PvE rather than claiming that either publication’s values fit every PC.
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Why visibility settings matter in PvE
FOV 80 is a practical middle ground
A wider field of view shows more of the area around your reticle, which helps when an ARC or teammate moves into peripheral vision. It also makes every object occupy fewer pixels. Start at 80 and adjust only if the view feels uncomfortable or targets look too small. There is no single correct FOV for every monitor distance and aspect ratio. On a monitor positioned close to your face, 80 can feel wider than it does from a desk farther away; comfort and reliable target identification matter more than copying another player’s number.
Turn off motion blur
Motion blur blends frames during camera movement. Disabling it leaves silhouettes, muzzle flashes and quick turns more distinct, especially when you are scanning through foliage or tracking a moving ARC. It does not increase the rendered frame rate; it changes how clearly motion is presented. If a cinematic look is important to you, you can restore it later, but test target readability during a fast turn rather than judging the setting from a static screenshot.
Protect distant information before cosmetic detail
View distance controls whether far geometry and silhouettes remain available. Lowering it can produce a small performance improvement, but it can also remove the visual information you need to identify an enemy or route. Reduce shadows, post-processing, reflections and foliage first. Keep view distance high until testing proves that it is the setting preventing a stable frame time. A distant ARC crossing an opening may be visible for only a moment, so preserving that geometry often helps more than retaining a high-quality reflection on a nearby surface.
Use low foliage with realistic expectations
PC Gamer reported on 2 November 2025 that Low foliage removes knee-high bushes and other small shrubbery, exposing more ground around cover. Large bushes used as hiding places are not removed by that option. Low foliage can therefore help when scanning for small ARCs or teammates, but it will not make every bush disappear and it changes the scene’s appearance. Test it on the maps you normally play. If the simplified ground makes depth or cover harder to judge, return to Medium and reclaim performance from reflections or shadows instead.
Display, resolution and frame-cap choices
Native resolution should be your first output setting because it gives the upscaler a clear source image and avoids an unnecessarily soft desktop-sized image. Fullscreen and Borderless Fullscreen are both sensible starting points. Fullscreen may be steadier on one configuration, while Borderless can make application switching easier; keep the mode that produces fewer stutters on your machine rather than assuming one is universally faster.
Match the cap to the monitor when the system can hold that rate. If a 120 Hz display fluctuates between 120 and 70 fps, a stable 90 or 60 fps cap can produce more consistent aiming and camera motion. The official targets of 60 fps at 1080p Low, 60 fps at 1440p High and 90 fps at 1440p Epic are useful reference points, not instructions to force a number your hardware cannot sustain. Check a busy raid, not only an empty spawn area, before selecting the cap.
V-Sync Off avoids the additional presentation queue associated with synchronization and pairs naturally with a sensible cap. Some players prefer to accept tearing for lower latency; others find tearing distracting. If you must use synchronization, compare it with a cap slightly below the panel’s refresh rate and judge the actual input response rather than relying on the counter alone.
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Choose settings that match your hardware
Embark Studios’ official PC requirements, updated 1 October 2025, describe these targets:
| Tier | Processor | Memory | Graphics card | Publisher target |
|---|---|---|---|---|
| Minimum | Core i5-6600K or Ryzen 5 1600 | 12 GB RAM | GTX 1050 Ti, RX 580 or Arc A380 | Low settings, 1080p, 60 fps |
| Recommended | Core i5-9600K or Ryzen 5 3600 | 16 GB RAM | RTX 2070, RX 5700 XT or Arc B570 | High settings, 1440p, 60 fps |
| Epic | Core i7-9700K or Ryzen 7 3700X | 16 GB RAM | RTX 4070 Ti, RTX 5070 or RX 7900 XTX | Epic settings with resolution scaling, 1440p, 90 fps |
These are publisher performance targets, not guarantees for every raid, driver, operating-system configuration or game patch. A system below a tier may still run the game after reducing resolution or quality, while a system above it may see dips in busy encounters. The graphics card tier is especially relevant when using ray-traced global illumination or a high refresh-rate display; the processor tier matters more when many entities and effects are active at once.
Textures are primarily a video-memory decision. Keep them at High when your card has room and streaming remains smooth; use Medium if VRAM pressure causes hitching or texture pop-in. Lowering textures does not fix every GPU bottleneck, so do not sacrifice surface detail before checking resolution scaling, lighting and reflections.
Upscaling: DLSS, FSR or XeSS?
Match the upscaler to the GPU
Use DLSS on Nvidia hardware, FSR on AMD hardware and XeSS on Intel hardware when the corresponding option is available. Start at Quality. If the base frame rate is still unstable, try Balanced; use Performance only when the alternatives cannot hold your chosen cap. Lower modes render fewer internal pixels and reconstruct more of the image, so fine foliage, wires and distant silhouettes can become softer or shimmer more visibly.
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Quality is generally the best first compromise for a 1440p monitor. Balanced is a reasonable second step when heavy lighting or combat effects push frame times over your cap. Performance can be necessary on minimum-tier hardware, but inspect distant ARC outlines and thin geometry after switching; a higher counter is not useful if targets become difficult to identify.
Separate base performance from perceived smoothness
Check the frame rate before enabling frame generation. A generated-frame mode inserts synthetic frames between rendered frames, increasing displayed smoothness without producing the same amount of new input-responsive work. GameSpot notes that frame generation can provide a large FPS increase while adding input delay. It is more defensible during traversal, looting and forgiving ARC encounters than during a latency-critical fight against a player or a fast-moving threat.
If aiming feels delayed after enabling it, disable frame generation first, then choose a lower but stable cap or a less demanding upscaling mode. Do not use a high displayed number as proof that input latency improved. Frame generation is most convincing when the underlying rendered frame rate is already reasonably stable; it cannot repair severe frame-time spikes.
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Lighting, shadows and effects
RTX Global Illumination and Global Illumination Resolution can consume substantial GPU time because they affect how light is calculated across the scene. Static or another lower ray-traced mode is the sensible choice when the GPU is saturated. Keep a higher mode only when the frame cap remains stable and the extra lighting quality is worth the reduction in headroom. Lower shadows and reflections before lowering view distance because those options usually remove less gameplay information.
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Two useful profiles
Choose a priority before changing individual options. The competitive-visibility profile spends image quality on silhouettes and latency; the cinematic profile keeps lighting and surface detail where the hardware can sustain them.
| Priority | Core choices | Trade-off |
|---|---|---|
| Competitive visibility | FOV 80, motion blur disabled, high view distance, low foliage, low shadows and post-processing, low-to-medium reflections, low-to-medium global-illumination resolution, Quality/Balanced upscaling, frame generation off for critical fights | Less atmospheric lighting, simpler vegetation and fewer surface effects. |
| Cinematic quality | Native resolution, high textures, medium or higher effects, medium reflections, higher global illumination and ray-traced lighting when the GPU has headroom, high view distance, motion blur still disabled if clarity matters | Lower or less consistent FPS and potentially higher latency when the GPU is saturated. |
Neither profile is universally superior. Compare them using stable FPS, 1% lows or frame-time graphs, input response, distant-object readability, foliage clutter and your tolerance for reduced lighting quality. A 1440p monitor that can sustain 60 fps may benefit more from High textures and lighting than from chasing an unstable 100-plus reading, while a 1080p high-refresh display may justify the visibility profile.
Step-by-step tuning workflow
- Confirm the starting point. Compare your CPU, GPU and RAM with Embark’s minimum, recommended or Epic tier. Close background applications that compete for CPU time or VRAM and update the graphics driver through the vendor’s normal channel.
- Set the presentation basics. Select native resolution, Fullscreen or Borderless Fullscreen, V-Sync Off, FOV 80 and disabled motion blur. Turn on NVIDIA Reflex Low Latency when the option is present.
- Set a meaningful cap. Cap the game at the monitor’s refresh rate if the system can hold it. Otherwise choose a lower value that remains stable in a busy PvE raid. A consistent 60 fps is preferable to a fluctuating 90-to-45-fps range.
- Select reconstruction carefully. Choose DLSS, FSR or XeSS according to GPU vendor and begin at Quality. Move to Balanced, then Performance only if the frame-time problem remains.
- Remove low-value GPU costs. Lower post-processing, shadows, reflections and foliage before reducing view distance or textures. Keep effects at Medium unless explosions and combat effects remain readable after a reduction.
- Address lighting last among major visibility controls. If the GPU is saturated, change RTX Global Illumination to Static or a lower ray-traced mode and reduce Global Illumination Resolution. Keep a higher lighting mode only when your cap remains stable.
- Test one change at a time. Use the same route or a representative raid and watch frame-time consistency, not only the instantaneous FPS counter. Record whether distant silhouettes, small ARCs and teammate outlines remain easy to identify.
- Recheck after updates. Patches, drivers and menu options can alter performance. Revisit the profile after a major game update instead of assuming an old result still applies.
What to lower first when FPS is low
Use this order as a practical starting point: post-processing, shadows, reflections, foliage, Global Illumination Resolution, RTX lighting quality, then upscaler quality. Preserve native output resolution and high view distance for as long as possible. Lower Effects only when combat remains legible, and lower Textures when VRAM pressure or streaming stutter is the actual problem. This order is not a promise of a fixed percentage gain; each option behaves differently across maps, drivers and hardware.
Diagnose the problem before lowering another setting
GPU-limited performance
If GPU utilization is high and frame time rises with resolution, reflections or lighting, reduce upscaler quality one step, lower RTX Global Illumination, then lower Global Illumination Resolution. Keep view distance high if distant targets are the reason for the change. Textures can remain Medium or High when VRAM is not full; texture quality alone is not the first control for a shader-heavy GPU bottleneck.
CPU-limited performance
If the GPU is waiting while the frame rate falls in busy areas, lowering resolution may do little. Use a lower stable cap and reduce the options that add scene work where the menu exposes them. Keep expectations realistic: the official targets identify processor classes, but they do not promise a fixed frame rate in every raid.
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Image looks soft or shimmers
Move from Performance to Balanced or Quality, check that the output resolution is native, and avoid stacking an aggressive upscaler with unnecessary post-processing. If edges still look unstable, test the separate anti-aliasing option at Medium before sacrificing view distance. Judge the result while moving, not from a still screenshot.
Enemies blend into vegetation
Keep view distance high, disable motion blur and test Low foliage. Remember that large bushes remain, so use audio, movement and alternate sightlines rather than expecting a vegetation-free map. If a lower foliage setting makes the scene harder to read, return to Medium and lower reflections or shadows instead.
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Disable frame generation and verify that the frame cap is not forcing the GPU to run continuously at its limit. Keep V-Sync Off if tearing is acceptable, and use Reflex on supported Nvidia hardware. If tearing is unacceptable, test a cap below refresh rather than assuming a higher displayed FPS will improve latency.
Stutters appear despite a high average FPS
Watch frame-time spikes and 1% lows. Streaming pressure, a full VRAM budget, background applications or a CPU-heavy encounter can cause hitching that an average counter hides. Try Medium textures, a lower cap and a less demanding lighting mode, then retest the same route. Avoid changing five settings at once, or you will not know which adjustment solved the spike.
How to judge whether a change helped
- Frame-time stability: look for fewer spikes and stronger 1% lows, not only a higher peak FPS.
- Target readability: check a distant ARC, a teammate near cover and a moving enemy in foliage.
- Input response: turn quickly, aim and fire after every major change; frame generation may feel different even when the counter rises.
- Visual cost: inspect shadows, reflections and lighting in the same location so you know what quality you surrendered.
- Repeatability: test during an actual PvE raid or a repeatable route, because an empty menu scene cannot represent combat effects and player activity.
- Thermal consistency: repeat the test after several minutes of play so heat-related clock changes do not make one setting appear better by accident.
There is no independently controlled benchmark covering every ARC Raiders graphics option on the current patch, so a universal percentage gain for any one setting would be misleading. Treat the profiles as ordered decisions: preserve resolution and distant information, remove blur and low-value effects, then trade reconstruction quality or lighting for the stable frame rate your hardware can actually maintain.
Frequently Asked Questions
What are the best ARC Raiders settings for higher FPS in PvE?
Start at native resolution with V-Sync Off, a cap you can hold, Reflex On when available, FOV 80, motion blur disabled, high view distance, Low shadows and post-processing, Low-to-Medium reflections, Low foliage, and Low-to-Medium Global Illumination Resolution. Use DLSS, FSR or XeSS at Quality, then Balanced if needed.
How do I see enemies and small ARCs more clearly?
Keep View Distance High or Epic, disable motion blur, use FOV 80, and test Low foliage. Low foliage removes knee-high bushes and similar clutter, but large bushes remain. Check the result on your normal maps rather than expecting every hiding place to disappear.
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Should I use DLSS, FSR or XeSS?
Use DLSS on Nvidia hardware, FSR on AMD hardware and XeSS on Intel hardware when available. Begin with Quality, move to Balanced if frame times are unstable, and use Performance only when necessary because aggressive reconstruction can soften distant silhouettes and fine geometry.
Is frame generation worth enabling?
It can greatly increase displayed smoothness, but it inserts synthetic frames and may add input delay. It is more suitable for traversal, looting and forgiving ARC encounters than latency-critical fights. If aiming feels delayed, turn frame generation off before lowering other settings.
What should I lower first without making ARC Raiders blurry?
Lower post-processing, shadows, reflections and foliage first. Then reduce Global Illumination Resolution or RTX lighting quality. Keep native output resolution and high view distance where possible; lower the upscaler from Quality to Balanced only after those changes.
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Should I use Fullscreen or Borderless Fullscreen?
Try both and keep the mode that gives steadier frame times on your system. Fullscreen may be more stable on one PC, while Borderless makes switching applications easier. Neither mode is guaranteed to be faster for every configuration.
What hardware is needed for 1440p at 60 FPS?
Embark’s recommended tier targets High settings at 1440p and 60 fps with a Core i5-9600K or Ryzen 5 3600, 16 GB RAM, and an RTX 2070, RX 5700 XT or Arc B570. Those are publisher targets, not guarantees for every raid or patch.
Why does Low foliage not remove every bush?
PC Gamer’s 2 November 2025 testing found that Low removes knee-high bushes and other small shrubbery, while large bushes used as hiding places remain. Use it to clear ground clutter, not as a way to make the entire map vegetation-free.
Why is my FPS high but the game still feels uneven?
Average FPS can hide frame-time spikes. Check 1% lows, repeat a representative raid, and test a lower stable cap. VRAM pressure, background applications, CPU-heavy encounters and streaming can all cause stutter even when the headline FPS number is high.
The Bottom Line
For most PvE systems, begin with native resolution, FOV 80, motion blur off, V-Sync off, Reflex on, a stable frame cap, high view distance, Low shadows and post-processing, Low foliage, and Quality or Balanced DLSS, FSR or XeSS. Reduce reflections and lighting before sacrificing distant geometry. Enable frame generation only when its extra smoothness outweighs the added latency, and retest after patches or driver changes.
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