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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsFor a strong PS5 starting point in ARC Raiders, use the highest stable performance-oriented display mode, begin with a high field of view (FOV), turn motion blur off, and tune the controller in a fixed order: deadzone, response curve, look sensitivity, then ADS or zoom sensitivity. Do not copy a supposedly perfect numeric preset. The useful value is the lowest deadzone that does not drift and a sensitivity that lets you turn quickly without losing a target.
The settings below are a practical baseline, not a measured PS5 benchmark. ArcStatus (last reviewed June 2026), ArcRaidersUltimate (published June 28, 2026), SCUF Gaming (updated April 28, 2026), and iTechGuides (2026) emphasize the same priorities: camera control, motion clarity, FOV, and one-change-at-a-time testing.
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Quick baseline: start here
| Area | Starting choice | What to verify |
|---|---|---|
| Display mode | Highest stable performance-oriented mode available in your current build | Frame-time stability during combat, not only the menu or a quiet area |
| FOV | High or maximum | Distant targets remain readable and the image does not feel unstable |
| Motion blur | Off | Camera pans look clear and you can track a moving player |
| Deadzone | Lowest value that produces no stick drift | Crosshair remains still when you release both sticks |
| Response curve | Choose the curve that gives predictable small movements | Fine corrections are controllable without making turns sluggish |
| Look sensitivity | Moderate starting value, then adjust in small steps | You can turn on a flanker without over-rotating |
| ADS/zoom sensitivity | Separate value from hip-fire look sensitivity | Tracking stays steady while aiming at range |
| Aim assist | Leave the game’s default enabled state initially, if available | Test consistency in real fights rather than judging from a shooting range alone |
Use the in-game performance overlay if the current version provides one. Change one option, play the same type of encounter, and record what changed. That method, recommended by iTechGuides, prevents a visibility improvement from being mistaken for a frame-rate improvement.
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Controller settings depend on stick wear, controller model, display size, viewing distance, hand position, and muscle memory. A number that feels fast on a monitor can feel too quick on a television across the room. Even two new controllers can have slightly different stick response.
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FOV creates a similar trade-off. A wider view shows more of the scene and can reveal a flanking player sooner, but the same target occupies fewer pixels. The available guidance does not provide a measured PS5 frame-rate penalty for maximum FOV, so treat it as a starting point and judge both awareness and target readability on your own display.
There are also no authoritative, player-independent numeric presets in the cited guides. The reliable process is to establish a stable baseline, make one controlled change, and keep the setting only if it solves a problem you can reproduce.
Set the PS5 and display for a stable image
Choose performance before visual effects
In ARC Raiders, select the highest stable performance-oriented display mode exposed by the current build. “Stable” matters more than a peak number shown briefly: a mode that feels smooth while exploring but hitches during a fight is a poor aim setting.
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If the game offers separate quality and performance choices, test them in a busy encounter with effects, multiple players, and rapid camera movement. Keep the performance-oriented option when it produces the more consistent frame pacing. If you cannot tell the difference after several fights, use the mode that keeps the image readable at your normal seating distance.
Use the PS5’s game-focused display path
- Open Settings on the PS5.
- Go to Screen and Video and confirm the console is outputting the resolution and refresh rate your display supports.
- If your television or monitor has a Game Mode or similarly named low-latency mode, enable it for the HDMI input used by the PS5.
- Disable extra television processing such as frame interpolation, artificial motion smoothing, and heavy noise reduction. These can add processing before an image reaches you.
- If you use variable refresh rate (VRR), test it with the game’s performance mode and keep it only if the result is stable and free of distracting brightness or frame-pacing behavior on your display.
These console and television choices do not replace an in-game performance mode. They remove avoidable processing so the controller input and the rendered frame reach the screen more predictably.
Check HDR and brightness before changing sensitivity
A dark or clipped image can look like an aim problem. Run the game’s HDR or brightness calibration in the same room and at the same display brightness you use for play. Raise shadows only enough to reveal environmental detail; lifting them too far can flatten contrast and make opponents blend into the background.
Do not use a brighter image to compensate for a television with an incorrect picture preset. A neutral Game Mode picture with correctly calibrated HDR is easier to read than an overexposed image with crushed highlights.
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FOV and motion settings for visibility
Start high, then protect target size
Set FOV high or maximum for your first test. The additional peripheral view helps when scanning for threats, crossing open areas, and checking a flank without a large camera turn.
Lower FOV one step at a time if distant enemies become too small, if the image appears unstable during a sprint, or if camera movement causes discomfort. The right value is the widest view at which you can still identify a target quickly. Maximum is not automatically better on a small television viewed from a distance.
Turn motion blur off
Set camera and weapon motion blur to Off when separate toggles exist. Blur can hide a target during a fast turn and makes it harder to tell whether a miss came from your stick input or from a smeared frame. If the game exposes only one motion-blur control, turn that control off first.
After changing it, perform a repeatable test: rotate past a fixed object, stop on it, and then track a moving target. Keep the setting that leaves edges and target silhouettes easiest to identify. ArcStatus and ArcRaidersUltimate both place motion-blur reduction among their central console recommendations.
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Do not confuse camera shake with blur
If separate controls are available, test camera shake independently. Blur affects edge clarity during movement; shake moves the entire view. Reducing shake may improve comfort, but it does not necessarily change input latency or frame rate. Make the decision based on whether you lose the reticle during explosions or heavy impacts.
Tune the controller in the order that minimizes guesswork
Use this sequence for both a standard DualSense and a replacement controller. Make a note of the original value before every change.
1. Find the lowest stable deadzone
- Load into a safe area where the reticle is visible.
- Lower the left-stick deadzone until your character begins to walk without touching the stick, or the right stick begins to move the camera by itself.
- Raise the value slightly until the movement stops.
- Repeat the check after the controller has been in use for a few minutes, because a borderline value can drift intermittently.
A low deadzone lets a small physical movement register sooner, which can help micro-corrections. A value that is too low makes the reticle wander and forces constant correction. A high value hides drift but creates a dead area around the stick’s center, making small adjustments feel delayed.
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Tune the sticks separately. Movement drift on the left stick does not tell you the correct right-stick deadzone. If drift persists even at a relatively high setting, clean the controller according to its manufacturer’s guidance or use another controller; do not compensate indefinitely with aim sensitivity.
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Response curve controls how quickly the game translates stick movement into camera movement. A more gradual curve usually gives extra control near the center, while a more aggressive curve reaches a fast turn sooner. The labels and available choices can differ by build.
Test each available curve with the same short routine: make tiny left-right corrections on a distant object, then perform a 180-degree turn. Keep the curve that permits precise corrections without making the emergency turn unmanageably slow. Do this before changing sensitivity; otherwise a curve change can be mistaken for a sensitivity change.
3. Set base look sensitivity
Adjust horizontal and vertical look sensitivity separately if the game permits it. Start at a moderate value, then change in small increments. Your goal is a controlled turn that reaches a nearby threat quickly while still allowing you to stop on a head- or torso-sized target.
- If you repeatedly pass the target, lower sensitivity or choose a less aggressive curve.
- If you cannot turn far enough before an opponent reaches your side, raise horizontal sensitivity in a small step.
- If vertical tracking feels disconnected from horizontal tracking, adjust vertical sensitivity independently rather than raising both.
Evaluate sensitivity during movement, not while standing still. Strafing, jumping, recoil, and camera acceleration can make an otherwise comfortable value feel different in a real encounter.
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4. Tune ADS and zoom sensitivity separately
ADS or zoom sensitivity should not automatically match hip-fire sensitivity. At higher magnification, a small stick movement covers more of the target, so many players prefer a slower value for steadier tracking. Others need a faster value to follow a close, moving opponent.
- Choose one commonly used weapon or optic.
- Track a moving target at the range where you normally miss.
- Lower ADS/zoom sensitivity if you oscillate around the target.
- Raise it slightly if you cannot keep up with lateral movement.
- Repeat for a different zoom level if the game offers separate multipliers.
SCUF Gaming’s April 28, 2026 guidance emphasizes quick camera control, steady aim, ADS sensitivity, and tracking. Those are useful categories to test, but the guide does not establish one numeric value that fits every PS5 player.
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5. Test aim-assist behavior without chasing a slider
If ARC Raiders exposes aim-assist options, begin with the default enabled state and test it in ordinary fights. Observe whether your reticle slows or pulls consistently when passing over a target, and whether that behavior helps or disrupts tracking. Do not infer performance from a single encounter.
There is no supported universal aim-assist preset in the cited console guidance. Keep any adjustment only after comparing several similar fights with the same sensitivity and response curve. Changing aim assist and sensitivity together makes the result impossible to diagnose.
A repeatable five-minute tuning routine
- Record the baseline. Write down display mode, FOV, motion blur, deadzones, response curve, look sensitivity, and ADS/zoom values.
- Check drift. Release both sticks and watch for unwanted movement for several seconds.
- Check fine aim. Place the reticle on a small distant object and make short corrections left, right, up, and down.
- Check turning. Start facing a landmark, turn 90 degrees and then 180 degrees, and stop on a second landmark.
- Check tracking. Follow a moving target while strafing. Repeat with ADS and at least one zoom level.
- Check a real fight. Play enough encounters to include close, medium, and long-range situations.
- Change one setting. Keep every other option fixed, repeat the routine, and write down whether the result improved, worsened, or stayed the same.
The in-game performance overlay, when available, is useful during this routine. Watch for instability at the moment a fight becomes busy, not merely for the highest figure while looking at an empty corridor. A smoother frame-time pattern can feel better even when the displayed average does not change dramatically.
Preset approaches for different players
| Player problem | Starting approach | Trade-off to watch |
|---|---|---|
| Enemies flank before you notice them | High FOV, motion blur off, moderate-to-fast horizontal look sensitivity | Distant targets occupy fewer pixels and can be harder to identify |
| You see targets but over-aim past them | Keep FOV high if readable, choose a more gradual response curve, lower base and ADS sensitivity slightly | Large turns take longer |
| Reticle moves when you release the controller | Raise the affected stick’s deadzone until drift stops | Too much deadzone makes micro-corrections feel delayed |
| Close fights feel slow | Raise horizontal look sensitivity in a small step; keep ADS separate | Fine aiming can become twitchy |
| Long-range tracking is unstable | Lower ADS/zoom sensitivity or use a less aggressive response curve | Following a nearby sprinting target may feel sluggish |
| Image feels smeared while turning | Turn motion blur off and confirm the display is in Game Mode | Blur reduction does not guarantee higher frame rate |
| Performance collapses in busy fights | Use the highest stable performance-oriented mode and validate with the overlay | Visual-quality mode may look richer but deliver less consistent control |
Visibility troubleshooting
Distant players are too small
Reduce FOV by one step and retest before changing brightness. A narrower view enlarges objects on screen but reduces peripheral awareness. If the problem occurs only on a television viewed from far away, moving closer or increasing the display size can help more than a controller change.
Dark areas hide movement
Recheck HDR or brightness calibration and the television’s Game Mode picture controls. Avoid maximum shadow lifting, which can remove the contrast that separates a player from the environment. Compare the same dark location after each single adjustment.
Movement looks blurred or smeared
Confirm motion blur is off in the game and motion interpolation is off on the display. If the image still looks soft, check the PS5 output resolution and the display’s sharpness processing. Do not raise sensitivity to compensate for an image that you cannot resolve.
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Lower FOV one step and compare the same camera movement. A wide view can introduce more apparent peripheral distortion, particularly on a large screen viewed close up. Keep the widest setting that remains comfortable and readable.
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Performance and input-delay checks
- Use performance mode first. Confirm the game remains stable during effects-heavy encounters.
- Enable the display’s low-latency mode. Do not leave television motion interpolation active on the game input.
- Check the complete signal chain. A soundbar, receiver, or capture device between the PS5 and display can add processing; test the console directly on the display when troubleshooting.
- Keep the controller charged and updated. If wireless behavior seems inconsistent, compare with a wired connection where supported to isolate connection issues from sensitivity issues.
- Use the overlay as a diagnostic, not a promise. A stable-looking number in a quiet area does not prove stability in a crowded fight.
The available sources do not provide a controlled PS5 measurement showing that a specific FOV, accessory, or graphics option reduces input delay by a stated number. Treat subjective smoothness and repeatable in-game stability as the decision criteria.
What PC findings do—and do not—tell PS5 players
PC Gamer reported a relationship between frame rate and observed controller aim assist on PC in January 2026. That observation is PC evidence and should not be presented as a PS5 result. PC Gamer also reported foliage-visibility differences associated with PC graphics settings in November 2025. The available material does not quantify the same effect on PS5, so do not assume a PC foliage setting maps directly to the console version.
For PS5, use the console’s own performance behavior, target readability, and repeatable fights as your evidence. A PC setting guide cannot establish a PS5 frame-rate cost for maximum FOV or prove that a particular foliage option exists on the console.
Audio and headset considerations
Audio can help you notice movement, shots, and direction, but it does not change frame rate, FOV, or controller response. TechRadar’s reviewer described playing ARC Raiders on a PS5 Pro with Sennheiser HD 490 Pro open-back headphones. That is contextual equipment reporting, not evidence that the headset improves aim or visibility for every player.
Use whichever headset or television audio setup lets you identify direction comfortably and hear the game without unsafe volume. If you switch equipment, change no controller settings at the same time; otherwise you will not know which change affected your performance.
When to stop tuning
Stop when the reticle stays still at rest, small corrections are predictable, a 180-degree turn is repeatable, and ADS tracking remains comfortable across several matches. Constantly changing settings prevents muscle memory from developing. Keep a short record so you can restore the last known-good configuration after a controller swap, display change, or game update.
Revisit the setup only when a physical variable changes—such as a different screen distance, a worn stick, a new controller—or when an update changes the available display or control options. A stable, familiar configuration is usually more valuable than chasing a theoretical perfect preset.
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