For most PCs, start at the monitor’s native resolution with Very High detail, FXAA High, DX11 effects enabled and High tessellation. Turn on VSync only if it removes tearing without adding uneven frame delivery; otherwise use a measured frame-rate cap. Test PhysX independently, because it supplies the game’s moving fog, cloth, debris and paper effects but is the first large setting to reduce when performance or frame pacing suffers.
Use DX9 as the stability fallback if DX11 stutters, crashes or produces irregular frame times. Keep resolution intact while troubleshooting: lower PhysX, then anti-aliasing, then DX11 effects, and only then resolution. The right target is a stable frame time during combat and while gliding across Arkham City, not the highest average shown in a quiet room.
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Best starting profile for a modern PC
Open the game’s PC launcher and select the following as your first pass. This profile preserves the image’s sharpness and the effects that define the PC version while leaving you clear options if the frame rate is not stable.
| Setting | Starting value | Why it is the starting point |
|---|---|---|
| Resolution | Monitor’s native resolution | Maintains text and geometry sharpness. Reducing it is a later performance trade-off. |
| Detail | Very High | Retains the intended world and character quality before you make targeted reductions. |
| Anti-aliasing | FXAA High | Provides smoothing at much less cost than 4x or 8x MSAA. |
| DX11 effects | Enabled | Use the higher-quality rendering path when it is stable on your system. |
| Tessellation | High | Preserves the supported DX11 geometry detail. |
| PhysX | High, then test | Shows the complete set of dynamic effects, but it is the largest single performance lever. |
| VSync | On only if needed | It can remove tearing, but an external cap may deliver steadier pacing on some systems. |
Apply one change at a time and play the same demanding route after each change. That makes it clear whether a gain came from PhysX, anti-aliasing, DX11 effects or another variable instead of masking several changes together.
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What the major settings actually change
Resolution
Native resolution is the clearest option and should remain fixed while you diagnose most problems. A lower resolution reduces the number of pixels the GPU shades, but it also softens the entire image when the game is scaled to a higher-resolution display. Use it after targeted settings fail to hold your chosen frame-time target.
Detail and tessellation
Very High detail is the quality baseline in NVIDIA’s controlled comparisons. Tessellation is a separate DX11 geometry feature; High keeps that feature active. If DX11 is unstable, switching to DX9 removes the DX11 effects path rather than simply lowering a single detail slider.
FXAA versus MSAA
FXAA is a post-process edge filter. MSAA samples geometry edges more heavily and can cost substantially more. NVIDIA’s testing found 8x MSAA to be a major performance hit: on a GTX 570 at 1920×1080, the baseline was about 72 frames per second, while 8x MSAA reduced the result to just above 40 frames per second. That is why FXAA High is the sensible default when consistency matters.
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DX11 effects
DX11 enables the higher-quality effects path, including the tessellation option. It is not automatically the fastest path on every installation. Arkham City’s PC launch had documented DX11 performance problems, so a system that shows hitching or poor frame times can be better served by DX9 even when its average frame-rate counter looks acceptable.
PhysX
PhysX controls effects that are easy to notice in motion: dynamic fog and steam, bank notes and posters that move, additional rigid bodies, destructible environmental pieces, cloth simulation, debris and extra particles. These effects are visual simulation work rather than a resolution change, so they can create heavy moments when many objects are active at once.
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VSync and frame caps
VSync synchronizes presented frames with the display and can eliminate visible tearing. Depending on the rest of the system, it can also make input feel less immediate or create uneven delivery when the game cannot sustain the display refresh rate. If tearing is not a problem, a measured external cap is often easier to tune. A stable 60 FPS is preferable to a higher counter reading with inconsistent 1% lows.
Lower settings in this order
When the baseline does not hold your target, make reductions in this sequence. It protects sharpness first and attacks the settings with the clearest performance return.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minute- Reduce PhysX. Move High to Normal, or disable it, before touching resolution. In NVIDIA’s test set, the difference between Normal and High PhysX reached 13 FPS. You lose simulated fog, cloth, debris and related effects, but the core image remains sharp.
- Replace MSAA with FXAA. If you selected 4x or 8x MSAA, return to FXAA High. The GTX 570 comparison shows why high MSAA levels can consume a large share of the frame-time budget.
- Disable DX11 effects. Use the DX9 path when DX11 is the source of instability or its frame times are worse. This is a compatibility decision as much as a speed setting.
- Lower resolution. Only after the targeted changes fail should you reduce resolution. Choose the next practical step that still looks acceptable on your display and retest the same demanding scene.
Do not change all four at once. If PhysX Normal solves the problem, you retain more image quality than you would by immediately lowering resolution and anti-aliasing together.
DX9 or DX11: which should you use?
| Path | Use it when | Trade-off |
|---|---|---|
| DX11 | The game is stable and you want the higher-quality effects path and tessellation. | Can expose the historical DX11 performance and frame-pacing problems associated with the PC release. |
| DX9 | DX11 stutters, crashes, or produces irregular frame times; you are prioritizing compatibility. | Gives up the DX11 effects path and its associated visual features. |
At launch, the developer’s contemporary guidance was to run DX9 until a title update addressed the DX11 issue. That advice remains useful as a troubleshooting fallback, but it is not a claim that every current PC needs DX9. Start with DX11 on a stable installation, then switch to DX9 if measured frame times or reliability are worse.
PhysX: how to test it without guessing
What you gain at High
High PhysX adds motion and interaction that are most visible during fights and traversal: steam and fog volumes, fluttering posters and bank notes, cloth, loose debris, extra rigid bodies, particles and some destructible surroundings. These additions can make scenes feel busier, but they do not improve texture resolution or geometry everywhere.
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A three-pass test
- Run your baseline with PhysX High and record whether the slowdown appears during combat, gliding or both.
- Set PhysX to Normal and repeat the same route. If the hitch disappears while the image remains sharp, Normal is the better compromise.
- Disable PhysX only if Normal still misses your frame-time target or causes repeated drops. Compare the consistency of the result, not just the average FPS.
Tom’s Hardware’s 2026 test illustrates how specialized hardware can change the result: at 4K max settings, a dedicated RTX 5060 handled PhysX alongside an RTX 5090 and the run averaged 244 FPS. That configuration is a specialized demonstration, not a requirement for ordinary play and not a guarantee for a single-GPU system.
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Unlocking more than 60 FPS and tuning a high-refresh display
PCGamingWiki documents support for 4K, 120+ FPS, FXAA or up to 8x MSAA, launcher VSync and PhysX. The game also has a smoothing cap in its configuration files. A Steam Community guide reports a default cap of 62 FPS and gives this optional example for a 144 Hz display:
MaxSmoothedFrameRate=146
bSmoothFrameRate=FALSE
The value of 146 is an example set slightly above a 144 Hz refresh rate, not a universal target. Before editing, back up the relevant INI files. Change one variable, launch the game, and check frame pacing in a repeatable scene. If delivery becomes uneven or stability worsens, restore the backup and use a lower measured cap.
Choosing a cap
- 60 Hz display: A stable 60 FPS cap is the practical first target.
- 120 or 144 Hz display: Test a cap that your GPU can sustain in combat and traversal. A high average with frequent dips feels worse than a lower, locked result.
- Uncapped: Use only when frame pacing remains clean and temperatures, power and stability are acceptable. The counter alone does not prove a smooth experience.
VSync can remain enabled if it removes tearing cleanly. If it introduces latency or uneven pacing, disable it and use the cap that your system can actually hold.
Three practical profiles
| Profile | Settings | Best for | What to watch |
|---|---|---|---|
| Quality baseline | Native resolution, Very High, FXAA High, DX11 on, High tessellation, PhysX High, VSync as needed | Systems that remain stable at the intended visual quality | Combat and gliding may expose PhysX or DX11 frame-time spikes. |
| Stable 60 | Native resolution, Very High, FXAA High, DX11 on if stable, PhysX Normal, measured 60 FPS cap | Most players who value consistent control over extra effects | If drops persist, test DX9 before lowering resolution. |
| High-refresh experiment | Native resolution, FXAA High, DX11 or DX9 according to stability, PhysX Normal or Off, cap matched to the display; optional INI change | 120/144 Hz displays and users willing to test frame pacing | Revert the INI edit if pacing, input response or reliability worsens. |
These are starting profiles, not benchmark guarantees. Your GPU, CPU, driver, display and game installation determine whether a profile is sustainable.
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How to test settings properly
- Set a repeatable route. Use the same combat encounter and the same glide across the city for every comparison. A quiet corridor hides the loads that cause real drops.
- Change one setting. Record the setting, cap and API path so you can undo a change accurately.
- Watch frame-time consistency. Average FPS can stay high while intermittent long frames produce visible hitching. Include the 1% lows or a frame-time graph when your monitoring tool provides them.
- Test several minutes. Effects such as fog, cloth and debris may not appear in a short walk through an empty room.
- Keep the better-feeling profile. Choose the setting that holds your target during action, even if another profile posts a higher average in an undemanding scene.
Historical performance figures and how to interpret them
NVIDIA published the following controlled results in 2012. Each row used Very High detail, FXAA High, DX11 enabled and High tessellation unless noted. They are historical measurements, not promises for current hardware.
| GPU and test | Resolution | PhysX | Reported result |
|---|---|---|---|
| GTX 590 | 2560×1600 | High | 44.9 FPS |
| GTX 580 | 1920×1080 | High | 47.4 FPS |
| GTX 560 Ti | 1920×1080 | High | 40.6 FPS |
| GTX 550 Ti | 1920×1080 | Off | 44.3 FPS |
The GTX 550 Ti result is especially useful for understanding PhysX’s cost: it reached 44.3 FPS with PhysX off under the otherwise listed settings, while the faster cards in the same guide were tested with High PhysX and still remained around the mid-40s. Do not use these figures to predict a modern GPU’s output; use them to compare the relative cost of the settings NVIDIA tested.
Troubleshooting stutter, tearing and sudden drops
The game stutters only with DX11
Switch to DX9 and repeat the same route. If frame times become consistent, keep DX9 as your compatibility profile. If the problem remains, test PhysX Normal or Off before lowering resolution.
The average FPS is acceptable but motion feels uneven
Use a measured cap rather than chasing an uncapped average. Check 1% lows or a frame-time graph, and test VSync both on and off. A cap that the system can sustain through combat is more important than a higher menu or corridor reading.
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PhysX is the first setting to reduce because combat can combine particles, rigid bodies, cloth and debris. Move from High to Normal, then Off if required. Keep FXAA and native resolution while you evaluate the result.
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Edges shimmer or the image looks soft
Confirm that the game is using the monitor’s native resolution and FXAA High rather than a lower resolution or an unnecessarily aggressive MSAA mode. FXAA trades some fine-edge clarity for a much lower cost than 8x MSAA; choose it deliberately rather than stacking expensive anti-aliasing options.
DX11 crashes or will not remain enabled
Use DX9, verify the game remains stable, and then test DX11 again only if you want its effects and tessellation. The historical launch recommendation to use DX9 exists precisely for this class of compatibility problem.
Editing the INI made things worse
Restore the backup, launch with the default smoothing behavior, and establish a stable capped profile first. Reapply only one variable at a time; the high-refresh example is optional and should never take priority over reliable frame delivery.
Should you buy a 144 Hz monitor for Arkham City?
A 144 Hz display is useful only if your hardware and chosen settings can deliver a frame rate high enough to benefit from it. The documented 144 Hz example uses a 146 FPS smoothing value, but that is a tuning illustration rather than a requirement. If your system is designed around a stable 60 FPS, a 60 Hz or higher-resolution display may be the more sensible match. Select the monitor after deciding whether you value native-resolution sharpness, a 60 FPS lock or a sustained high-refresh target.
A simple decision rule
Keep native resolution and FXAA High whenever possible. If performance is short, reduce PhysX first; if MSAA is enabled, return to FXAA. If DX11 is unstable, use DX9. Only then lower resolution. Finish by choosing the cap and VSync combination that produces even frame times during the game’s hardest moments, not merely the largest number in an overlay.
Quick Recap
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