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Start with the game’s own image-quality settings
ReShade applies post-processing effects to a completed frame; it does not replace the game’s rendering pipeline or have access to all the information a game can use for its native effects. That makes the game’s built-in anti-aliasing and resolution scaling the right first comparison. ReShade documents effects such as SMAA, screen-space ambient occlusion (SSAO), depth of field, sharpening, and color adjustments, but does not prescribe a best setting for every game. ReShade’s official overview describes its post-processing model and effect categories.
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Native temporal anti-aliasing can use motion information that a post-process does not have, so ReShade SMAA is not a universal replacement for a game’s temporal AA. This is a general architectural limitation, not a guarantee that native AA will look better in every title; community discussion provides supporting context.
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Choose a repeatable scene and record how the game looks and performs before adding ReShade. Keep the scene, resolution, display mode, in-game AA and scaling, and performance-measurement method consistent. If you change several variables at once, it becomes difficult to tell which effect helped or caused a slowdown.
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- Capture a still image and inspect the scene while moving the camera or character.
- Use the same route or viewpoint for each comparison.
- Measure frame rate or frame time with the same method each time; do not compare measurements from different scenes.
- Keep the game’s native image-quality settings fixed while evaluating a ReShade effect.
Choose effects by the problem you want to fix
Enable one technique at a time. The useful question is not whether an effect is popular, but whether it visibly improves your game without introducing distracting artifacts or a performance cost you do not accept.
| Visible issue or goal | Effect to try | What to check |
|---|---|---|
| Jagged edges | SMAA | Compare with the game’s native anti-aliasing in motion as well as in a still frame. ReShade lists SMAA as an antialiasing option; its results are game-dependent. |
| Flat-looking contact shadows | SSAO or another depth-based ambient-occlusion effect | Confirm depth access works, then look for natural shading rather than excessive darkening, edge leaks, or other depth artifacts. |
| A deliberate focus or blur effect | Depth of field | Check whether it obscures gameplay detail. It is a stylistic option, not a requirement for clearer graphics. |
| A specific color problem or desired look | Color adjustment or grading | Keep changes restrained and check that important details remain legible. Saturation, film grain, chromatic aberration, and blur are stylistic choices, not automatic improvements. |
| A slightly soft image | Sharpening | Increase it cautiously. For example, SweetFX includes LumaSharpen, but no universal best amount is established; too much sharpening can make edges look harsh. |
Judge each candidate against five things: visible improvement to the issue, performance in the same scene, artifacts while moving, whether the effect depends on depth, and whether the game already has a better-fitting native option. No comparable benchmark establishes a universal frame-rate cost or ranking for these shader effects.
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Check depth before using ambient occlusion or depth of field
SSAO and depth of field depend on a usable depth buffer. Some games or settings can make depth capture unreliable, and a depth-based effect cannot account for scene information that is missing from that buffer. A visual leak at an object edge may therefore be an input limitation, not a slider that needs more tuning. ReShade’s troubleshooting material discusses depth-buffer behavior and related limitations.
In some cases, game settings such as MSAA can interfere with depth-buffer availability. If a depth effect does not behave correctly, check the game and ReShade version and test whether changing the relevant in-game setting restores usable depth; do not assume every title exposes it reliably.
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Depth access is automatically disabled during multiplayer to reduce exploitation risk. Do not try to bypass game protections or rely on depth-dependent effects in online play; they may not function there. ReShade’s official information describes this multiplayer restriction.
Compare the image and performance, then trim the stack
- Save the baseline. Use your chosen scene and record the original appearance and performance with the game’s settings fixed.
- Enable one effect. Choose the technique that matches the problem, then compare the same scene before and after.
- Inspect motion and edges. Look for halos, darkened corners or contacts, unstable-looking detail, blur, or other distracting changes—not just whether a still screenshot looks more dramatic.
- Check performance the same way. Repeat the same scene and measurement method. Keep the effect only if its visible benefit is worth the measured cost for your game and hardware.
- Repeat selectively. Add another effect only when it addresses a separate, visible issue; reassess the combined stack rather than assuming the individual costs or artifacts will remain unchanged.
- Enable Performance Mode after tuning. Then recheck the preset’s appearance and performance in the game.
Performance Mode optimizes effects by treating preset values as constants during compilation. ReShade’s published version information describes its feature model. Performance Mode is a sensible finishing step, but the available documentation does not establish a guaranteed frame-rate improvement.
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Keep a light preset for everyday play
Save the small stack that gives you the best trade-off as your normal preset. If you want more pronounced effects for slower-paced play, keep a separate, heavier preset rather than leaving every optional technique enabled all the time. Measure each preset in the game you actually play: the cost and image result depend on the title, resolution, hardware, shader, and its settings.
Quick Recap
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