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Freedom251 › Blog › DX11

Best PC Settings for The Outlast Trials on Low-End Hardware

By Freedom251 Team · · 10 min read

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For a low-end PC, start with the Low preset at 1280×720, use DirectX 11, turn ray tracing off, and cap the game at 30 FPS if it cannot hold a higher rate. That is the developer’s published minimum target: 720p at 30 FPS with DX11 and ray tracing disabled.

If your hardware has more headroom, test a lower internal resolution or an available upscaler before raising individual effects. A stable frame time is more useful in The Outlast Trials than a fluctuating frame-rate number.

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Official targets and the practical low-end baseline

Red Barrels’ current PC requirements describe two performance tiers. The minimum tier targets Low quality at 720p and 30 FPS with DirectX 11 and ray tracing off. The recommended tier targets High quality at 1080p and 60 FPS with DirectX 12 and ray tracing off. These are target specifications, not a promise that every computer in a tier will produce the same frame rate.

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Target Resolution and frame rate API Ray tracing Memory Graphics class
Minimum 1280×720 at 30 FPS DirectX 11 Off 8GB RAM GTX 650 Ti, Radeon R7 360 or Intel Arc A310 class
Recommended 1920×1080 at 60 FPS DirectX 12 Off 16GB RAM GTX 1660, Radeon RX Vega 56 or Intel Arc A580 class

The minimum processor examples are an Intel Core i7-3770 or AMD Ryzen 5 1400. The recommended examples are a Core i7-6700K or Ryzen 5 2600X. The PC listing specifies Windows 10 64-bit and 40GB of storage. Check the current store listing before installing because system requirements and supported hardware can change with game updates.

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Use this starting preset

Apply these settings first, then change one variable at a time:

  1. Open the game’s main menu, choose Options, and open the Graphics or Video page. The exact label can vary by build.
  2. Select the Low quality preset.
  3. Set the display resolution to 1280×720 if the system is near the published minimum.
  4. Select DirectX 11 when the launcher or graphics menu offers an API choice.
  5. Set Ray Tracing to Off.
  6. Set a frame-rate limit of 30 FPS if the computer cannot sustain 60 FPS. If it can maintain another rate consistently, cap at that sustainable rate instead of allowing large swings.
  7. Apply the changes, restart the game if it requests a restart, and test in the same area before making another adjustment.

This is the publisher’s low-end baseline, not a machine-specific benchmark. Two computers with the same graphics-card name can differ because of processor speed, cooling, memory configuration, drivers and background programs.

Resolution, scaling and anti-aliasing

Lower internal resolution before raising effects

Resolution changes usually have a larger effect on the GPU than small individual quality sliders. If 720p Low still produces unstable frame times, reduce the game’s internal resolution or render scale if the current build exposes that control. The image will become softer, but the GPU has fewer pixels to shade.

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When the game offers an upscaler, use the least expensive mode that produces an acceptable image. Temporal upscalers documented by Unreal Engine include TAAU, TSR, NVIDIA DLSS, AMD FSR and Intel XeSS. The available list depends on the game build, graphics card and installed driver, so do not assume every computer will show every option.

Choosing an upscaler

  • Start with the game’s performance or balanced option if it provides named quality modes. Move toward a more aggressive performance mode only when the frame rate remains below your target.
  • Watch for ghosting and shimmer. Temporal methods reconstruct detail from multiple frames; fast movement, foliage and dark corridors can reveal artifacts. A slightly higher internal resolution may look better even if the frame-rate gain is smaller.
  • Use a native-resolution test as a reference. Run the same scene briefly at 1280×720 without scaling, then compare it with the upscaled result. This tells you whether the gain is worth the clarity trade-off.

FXAA

Unreal Engine’s documentation describes FXAA as fast to render and suitable for low-end devices and desktops. If the game exposes FXAA, it is a sensible first anti-aliasing choice on a weak GPU. FXAA smooths jagged edges; it does not create the same type of resolution reduction as an upscaler. If FXAA makes the image too soft, test a temporal option at a modest internal resolution instead of immediately increasing the whole quality preset.

DirectX 11 or DirectX 12?

Use DX11 when you are tuning against the minimum-spec target. The official low-end target pairs 720p and 30 FPS with DX11, so it is the most defensible first choice for older graphics cards and systems close to the minimum.

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Use DX12 when the computer is nearer the recommended tier and the current driver handles it reliably. The official recommended target pairs DX12 with High at 1080p and 60 FPS. DX12 can expose more modern rendering paths, but a newer API is not automatically faster on every older CPU or GPU. Compare sustained frame time, stutter and input response rather than choosing by API name.

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How to compare the APIs

  1. Keep resolution, preset, ray tracing and frame cap identical.
  2. Run the same repeatable section of a trial for several minutes under DX11.
  3. Record whether traversal produces shader-compilation pauses, hitching or unusually long frame times.
  4. Repeat under DX12 and keep the API that gives the steadier experience on your machine.

Do not treat one short hallway run as a universal benchmark. The available evidence establishes the developer’s target APIs, not a cross-hardware FPS ranking.

Why ray tracing should stay off

Both official performance tiers specify ray tracing off. Ray-traced lighting and reflections add GPU work and can also increase frame-time spikes, which are especially noticeable when a computer is already struggling to hold 30 FPS. Disable every ray-tracing option before lowering minor effects. Only test it after the system is comfortably above its target, and do not enable it as part of a low-end profile.

Frame caps and frame-time stability

A locked 30 FPS is often preferable to an unlocked rate that jumps between the 20s and 50s. A cap reduces sudden CPU and GPU demand, keeps pacing more predictable and can prevent unnecessary heat. If your PC can sustain 40 or 45 FPS without frequent drops, that stable cap may feel better than an unstable 60-FPS target; the correct value is the highest rate the system can actually maintain in demanding areas.

When 30 FPS still feels uneven

  • Confirm that the cap is applied in the game rather than relying on an external limiter that may conflict with the engine.
  • Close browsers, recording software, launchers and overlays that consume memory or CPU time.
  • Check that the game is using the intended discrete GPU on a laptop.
  • Watch temperatures and clock speeds. Thermal throttling can create drops that a graphics preset cannot fix.
  • Test a lower internal resolution or a stronger upscaling mode before lowering the cap further.

Settings to change after the baseline

Change one setting, apply it, and repeat the same test area. This preserves a clear cause-and-effect relationship.

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First: resolution or upscaling

If the GPU is the bottleneck, resolution and render scale are usually the highest-impact controls. Lower them until the worst sections hold your chosen cap, then stop. Increasing effects while leaving an overloaded resolution is usually an inefficient trade.

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Second: shadows, lighting and effects

After resolution, reduce the most expensive lighting, shadow and effects controls exposed by the current build. Keep a note of each change because names and groupings can differ between updates. If a particular slider has no visible effect on your frame time, restore it and move to the next one rather than lowering everything indiscriminately.

Third: view distance and foliage detail

View distance and foliage can increase both rendering work and scene-management work. Lower them when frame times rise outdoors or in visually dense areas. The cost may be less obvious in a small room than in a large scene, so test where you actually see the slowdown.

Fourth: texture quality

Textures primarily consume video memory. If the game stutters when turning quickly, the graphics card may be swapping texture data rather than lacking raw shader performance. Lower texture quality one step and retest. If the card has enough video memory and the problem is a low average frame rate, resolution and lighting are more likely to help.

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Fifth: post-processing and motion effects

Post-processing options can affect clarity as well as performance. Disable motion blur if it makes aiming or reading movement uncomfortable; this is a visibility preference rather than a guaranteed FPS improvement. Keep the least expensive anti-aliasing option that produces stable edges.

Test method for a reliable result

Because no machine-by-machine benchmark is established by the official requirements, use a repeatable comparison instead of relying on a single displayed FPS value.

  1. Choose one repeatable location, preferably an area that includes movement, lighting changes and several enemies.
  2. Let the game settle for a minute after loading so shader compilation and asset streaming are not mistaken for steady-state performance.
  3. Play the same route for several minutes with the baseline settings.
  4. Note the lowest sustained behavior, hitching and input response, not only the highest counter reading.
  5. Change exactly one setting and repeat the route.
  6. Keep the change only if it improves the target frame rate without an unacceptable loss of clarity or added stutter.

A higher average number is not automatically better if frame-time spikes make movement feel inconsistent. Compare sustained frame time, image clarity, input latency and remaining hardware headroom together.

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Does your hardware meet the target?

Component Minimum PC tier Recommended PC tier
Processor examples Intel Core i7-3770 or AMD Ryzen 5 1400 Intel Core i7-6700K or AMD Ryzen 5 2600X
Memory 8GB RAM 16GB RAM
Graphics examples NVIDIA GTX 650 Ti, AMD Radeon R7 360 or Intel Arc A310 NVIDIA GTX 1660, AMD Radeon RX Vega 56 or Intel Arc A580
Operating system Windows 10 64-bit Windows 10 64-bit
Storage 40GB 40GB

These are reference classes, not a guarantee that every similarly named card performs identically. Check your exact model, driver support and system configuration.

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What to upgrade first

When the system has only 8GB of RAM

Moving to a compatible 16GB DDR4 kit is the clearest capacity upgrade when the computer has 8GB and is also running a browser, voice chat or recording software. It brings memory capacity closer to the game’s recommended tier and can reduce paging-related stutter. More RAM does not by itself guarantee higher FPS; the processor or graphics card can remain the limiting component.

Install matched modules where the motherboard supports them, verify the correct DDR generation and speed, and confirm that the operating system is 64-bit. Laptop memory may be non-upgradable or use a different module type, so check the system manual before buying.

When the graphics card is below minimum

A GPU below the GTX 650 Ti, Radeon R7 360 or Arc A310 class is outside the published minimum graphics tier. A replacement is the larger performance step in that situation. A GTX 1660-class card is a reference for the recommended tier, but it is not required if your current GPU already meets the minimum and delivers a stable 720p target.

Before installing a replacement, verify power-supply capacity and connectors, case clearance, motherboard compatibility, cooling and the monitor’s output. A faster card can also expose a CPU bottleneck, so do not assume the upgrade alone will produce the recommended 1080p/60-FPS target.

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When the CPU is the limiter

If lowering resolution barely changes frame rate but busy scenes still hitch, the processor may be limiting performance. The official minimum and recommended processor examples show that CPU capability matters alongside the GPU. Monitor CPU utilization and frame-time behavior during the same repeatable test before spending money on graphics hardware.

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Common problems and fixes

The game stays below 30 FPS at 720p Low

  • Confirm ray tracing is off and that the game is using the intended GPU.
  • Lower internal resolution or select a more aggressive available upscaler.
  • Close background programs and overlays, then retest.
  • Check temperatures and clocks for thermal throttling.
  • Compare DX11 and DX12 with identical settings; keep the one with steadier frame times.
  • Verify that the graphics card is at least in the published minimum class. If it is below that tier, settings alone may not reach the target.

Frame rate is high but the game feels stuttery

  • Apply a cap below the unstable peak.
  • Look for asset-streaming or shader-compilation pauses after loading a new area.
  • Reduce texture quality if video-memory pressure causes hitching.
  • Use the same API and route for each comparison so that one-time loading behavior is not mistaken for a setting difference.

The image is too blurry

  • Use a less aggressive upscaling mode or raise internal resolution one step.
  • Try FXAA if it is available and the temporal option produces distracting artifacts.
  • Restore texture quality before raising expensive lighting or shadow settings if surface detail is the main concern.

DX12 crashes or produces worse hitching

Return to DX11 and keep the Low/720p baseline while checking for a current graphics driver and game update. DX12 is part of the published recommended target, but that does not make it the correct choice for every older system or driver.

Three practical profiles

Profile 1: near the minimum specification

  • Low preset
  • 1280×720 output
  • DX11
  • Ray tracing off
  • 30-FPS cap
  • FXAA or the least expensive available anti-aliasing method
  • Lower internal resolution or enable an upscaler only if 30 FPS is not sustained

This profile follows the official minimum target as closely as possible.

Profile 2: minimum-class GPU with 16GB RAM

  • Low preset at 1280×720
  • DX11 first, then a controlled DX12 comparison
  • Ray tracing off
  • 30-FPS cap, raised only after several minutes of stable testing
  • Moderate upscaling if the GPU has headroom problems
  • Textures one step higher only when video-memory behavior is stable

Additional memory can reduce background-task pressure, but it does not change the graphics tier of the GPU.

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Profile 3: recommended-class hardware seeking 60 FPS

  • High preset at 1920×1080
  • DX12
  • Ray tracing off
  • 60-FPS cap if the system sustains it in demanding areas
  • Use an upscaler only when native 1080p produces unstable frame times

This mirrors the developer’s recommended target. If 60 FPS is not sustained, reduce resolution or selected effects rather than enabling ray tracing.

Final recommendation

For most weak PCs, the dependable order is Low preset, 720p, DX11, ray tracing off, then a 30-FPS cap. If that is not stable, lower internal resolution or use an available upscaler, and test one change at a time. Upgrade from 8GB to 16GB when background applications cause memory pressure; consider a GPU replacement when the card is below the published minimum class. Choose DX12 only after a controlled comparison shows steadier frame times on your hardware.

Quick Recap

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