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This guide explains that process, the hardware limits to check first, and how to interpret results without treating a recommended specification as an FPS promise.
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What “smooth performance” means in Company of Heroes 3
Smoothness is not a single frame-rate number. It includes consistent frame delivery, an image that remains readable during large battles, and the absence of stutter when the camera moves or many units act at once. Two computers can use the same preset and feel different because of their processors, graphics cards, memory, resolution, thermals, background load and game version.
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Relic’s requirements page, updated February 20, 2025, lists a minimum and a recommended configuration. Those figures are compatibility baselines, not measured thresholds for a particular frame rate. A computer that meets the recommended specification is not guaranteed to sustain 60 frames per second, 144 frames per second or any other target.
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Relic’s patch archive contains references to fixes for graphics settings, DirectX 12 crashes and changes to how benchmark results are presented. Those entries are tied to specific versions; they are not a universal ranking of settings or a permanent recipe. If your menu or benchmark behaves differently after an update, record the patch version before comparing results.
Official requirements to check before changing settings
Use the following table as a starting point. Relic publishes these specifications for the Windows PC version; Steam repeats them and describes the game as “Optimized for DirectX 12 and multi-core CPUs.”
| Component | Minimum | Recommended |
|---|---|---|
| Operating system | Windows 10 | Windows 10 |
| Processor | Intel i5 6th-generation or AMD Ryzen desktop processor, 4 cores at 3 GHz or equivalent | Intel i7 8th-generation or AMD Ryzen desktop processor, 8 cores at 3 GHz or equivalent |
| Memory | 8 GB RAM | 16 GB RAM |
| Graphics | NVIDIA GeForce GTX 950, AMD Radeon R9 370, or equivalent performance | NVIDIA GeForce GTX 1660, AMD Radeon RX 5600, or equivalent performance |
| DirectX | Version 12 | Version 12 |
| Storage | 40 GB | 40 GB |
These are official published requirements from Relic Entertainment in 2025, not independent benchmark results. The minimum graphics class is a GTX 950 or Radeon R9 370; the recommended class is a GTX 1660 or Radeon RX 5600. The same page lists 8 GB RAM as minimum and 16 GB as recommended, with 40 GB of storage for either tier.
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Set a clean baseline first
Do not start by lowering every option. You will lose track of which change helped and whether the image became unnecessarily soft. Establish one reproducible baseline instead.
- Confirm the game is using the intended GPU. On a system with integrated and discrete graphics, verify the executable is assigned to the discrete adapter in Windows’ graphics settings or the GPU vendor’s control panel. The published requirements assume the listed graphics device is doing the rendering.
- Close avoidable background workloads. Pause downloads, recording jobs and heavy browser or creative applications. Keep the same background state for every comparison.
- Choose one resolution and display mode. Use the monitor’s normal resolution and your preferred fullscreen, borderless or windowed mode. Do not change resolution while comparing individual options.
- Write down the patch version. A later update can alter shader compilation, benchmark presentation or a graphics-setting bug. Results from different versions are not a controlled comparison.
- Load the default or recommended configuration. Relic does not publish a universally optimal preset, so the game’s own starting point is a neutral baseline rather than a guarantee.
From the main menu, open the game’s Options or Settings page and then its Graphics or Video section. Menu labels can change between patches, so use the wording shown by your installed version.
Use a repeatable benchmark instead of guesswork
Relic’s patch archive confirms that benchmark results are part of the PC interface, but it does not define a universal test scene or publish a best preset. Treat the benchmark as a measuring tool for your own machine.
- Pick one test. Use the in-game benchmark if your build exposes it. If it does not, select a repeatable replay or a saved situation with comparable unit counts and camera movement.
- Keep conditions fixed. Use the same resolution, display mode, map or replay, camera route, game speed and patch version each time. Changing several variables makes the result uninterpretable.
- Run the baseline twice. The first run can include shader or asset preparation. Record the second run unless both runs are already stable.
- Record more than an average. Note the reported average and any low-end figure the benchmark exposes. Also record visible hitching, camera judder, input delay and image clarity. A higher average with severe spikes may feel worse.
- Change exactly one graphics option. Apply the change, rerun the same test and compare it with the baseline. Keep the setting if the improvement is meaningful and the image remains acceptable; otherwise revert it.
- Repeat at least once. A single run can be affected by background activity or first-run compilation. Confirm an apparent improvement with another identical run.
This workflow produces a personal performance profile. It does not prove that one option is the most demanding for every graphics card, resolution or patch.
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How to work through the graphics options
The available names and controls can vary by version. The categories below are a testing order, not a claim that one category always costs more performance than another.
Resolution and render scaling
Resolution changes the number of pixels the GPU must draw and also changes interface and battlefield clarity. Test your monitor’s native resolution first. If the baseline is not acceptable, try the next lower resolution or an in-game render-scale control if your build provides one. Record the exact value, because “80%” or “90%” scaling is not comparable with a different output resolution unless both are documented.
Check text, unit silhouettes, terrain boundaries and tactical overlays after every change. A setting that raises the benchmark result but makes identification difficult may be a poor choice for a strategy game.
Quality presets
If the game offers Low, Medium, High or similar presets, use the preset only to establish a new starting point. Do not assume the highest or lowest preset is the best long-term choice. After selecting a preset, inspect the individual controls and test them separately; a preset can alter several variables at once.
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These controls can change both the appearance of a battle and the workload during smoke, explosions, fires or large groups of units. The available evidence does not identify which one has the largest impact on current hardware. Lower one such option, rerun the same scene and compare frame pacing as well as image quality. Keep a note of the original value so you can restore it.
Textures and terrain detail
Texture quality affects surface detail and can interact with available graphics memory. Terrain and object-detail controls affect how much geometry and environmental information is shown. Test each control independently rather than lowering all of them together. Look for texture pop-in, blurry ground detail or reduced readability of cover and obstacles.
Anti-aliasing and upscaling
Anti-aliasing and any resolution-scaling or upscaling modes can trade edge smoothness for rendering cost. Relic’s published material does not establish a universally best mode, including any particular FSR option. Compare the same camera movement with each available mode, and inspect fine edges, foliage, fences, unit outlines and moving objects for shimmer or ghosting.
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Effects, post-processing and view-distance controls
Post-processing, particles and view distance may be especially visible during combat or when panning across a large map. Again, there is no official current ranking of their performance impact. Change one control, run the same test and keep the result only if it improves consistency without removing information you use to play.
Identify whether the limit is the GPU or the CPU
Lowering visual quality cannot fix every slowdown. The official listing’s emphasis on multi-core CPUs and Relic’s separate processor recommendations make CPU capability relevant context.
Signs of a graphics-bound situation
- Reducing resolution or a tested visual option produces a repeatable improvement in the same scene.
- GPU utilization remains high while the game is rendering the difficult view.
- The frame rate changes substantially when image workload changes but the simulation remains the same.
These observations are diagnostic, not a guarantee. Use your own monitoring data and repeat the test before drawing a conclusion.
Signs of a CPU or simulation-bound situation
- Lowering resolution produces little or no improvement in a crowded battle.
- Performance falls when many units, effects or calculations are active even though the camera view is similar.
- One or more CPU cores are heavily loaded while the GPU has unused capacity.
In this case, reducing image quality may have limited effect. Close background applications, use a stable power mode appropriate for your system, check temperatures and compare a less demanding scenario. The game is designed for DirectX 12 and multi-core CPUs, but that description is not a promise that every processor will deliver a particular frame rate.
Frame pacing and stability matter more than a headline average
A benchmark average can hide short freezes. When comparing configurations, watch for the moment-to-moment behavior during camera pans, explosions and large engagements. If your capture method exposes low-end or frame-time data, record it alongside the average. If it does not, use the same replay and note visible hitches consistently.
Prefer the configuration that remains predictable during the hardest repeatable section. A slightly lower average with fewer severe pauses is often more playable than a higher average that collapses during combat. This is a decision rule for your own testing, not a published performance result.
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The game does not meet the minimum class
Relic lists a GTX 950 or Radeon R9 370 as the minimum graphics class, 8 GB RAM as minimum memory, Windows 10 and DirectX 12. If your computer falls below one of these baselines, graphics tuning may not produce consistent results. Verify the hardware and operating-system details first, then test the lowest available configuration at a fixed resolution. Do not interpret a successful launch as evidence of smooth performance.
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The computer meets recommended specifications but still stutters
Check that the game is using the intended GPU, that 16 GB of memory is available rather than consumed by other applications, and that the processor is not the limiting component. Repeat the benchmark after closing background work. Compare the same scene before and after one setting change; do not assume the recommended GPU class guarantees a chosen FPS.
Performance changed after a patch
Record the new version, reset one altered option to the default, and rerun the baseline. Relic’s archive includes version-specific graphics and DirectX 12 fixes, so a patch can change behavior without making your previous notes invalid; it simply means the old and new results need separate labels.
DirectX 12 errors or crashes appear
Confirm that the operating system, graphics driver and game installation are current for your system, then test the default graphics configuration before experimenting. If the problem began immediately after a patch, document the version and the exact setting or action that triggers it. Avoid treating a crash fix mentioned in an older patch note as proof that every current DirectX 12 issue is resolved.
The image is clear but motion feels uneven
Repeat the same scene with background applications closed and compare frame pacing rather than average FPS alone. Test one option at a time, including resolution or scaling, and keep the configuration that removes the largest repeatable hitch without making battlefield information unreadable.
Keep a comparison record
A small log prevents circular tweaking and makes changes reversible. Use one row for each tested configuration.
| Field | What to record |
|---|---|
| Game version | Patch or build identifier shown by your installation |
| Hardware | CPU model, GPU model, installed RAM and display resolution |
| Scene | Benchmark name or replay/map, camera route and game speed |
| Graphics change | Exactly one option and its old and new values |
| Result | Average and low-end figures when available, plus visible hitching |
| Image check | Text readability, unit outlines, terrain, effects and any shimmer |
After several runs, choose the configuration that satisfies your own stability and clarity requirements. Because no controlled, current comparison establishes a universal winner, your log is more trustworthy for your PC than a preset copied from a different resolution, patch or hardware combination.
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If your machine is below Relic’s recommended class, the GTX 1660 and Radeon RX 5600 are examples of the recommended graphics tier named by the 2025 requirements. Their inclusion does not mean either card is required, the best current-value purchase or necessarily available at a particular price. It only gives you a reference point for comparing your existing GPU with Relic’s published recommendation.
Before buying anything, determine whether your tests show a graphics or CPU limit. A faster graphics card will not remove a processor-bound simulation slowdown, while a processor upgrade will not solve a GPU limit at a high resolution. Also account for the power supply, case clearance, cooling and memory capacity of the complete system.
Practical decision rule
- Meet or exceed the published operating-system, DirectX, memory, processor, graphics and storage baselines.
- Run the default or recommended configuration at a fixed resolution and repeatable benchmark.
- Decide whether the evidence points primarily to graphics workload, CPU/simulation load or unstable frame pacing.
- Change one setting, rerun the same test and record both performance and clarity.
- Keep the lowest-cost visual compromise that remains readable and stable in the hardest scene you routinely play.
That process is the defensible answer to “best graphics settings” for Company of Heroes 3 today: not a universal preset, but a controlled method that adapts to your hardware, resolution and installed game version.
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