For a smooth Fallout: New Vegas path-tracing build, open the RTX Remix overlay with Alt-X, start DLSS Super Resolution on Quality, and move to Balanced or Performance only when GPU time is the limit. Establish a stable base frame rate before enabling Frame Generation. If performance remains low, reduce path-tracing and lighting quality first, then volumetric lighting and fog; leave denoising enabled. Save the working profile as rtx.conf beside the Remix runtime so you can restore it after updates.
Recommended starting settings
There is no organization-published, repeatable benchmark for a single “best” Fallout: New Vegas RTX Remix preset. Replacement textures, meshes, resolution, scene complexity and the exact community runtime all change the result. The following is therefore a practical starting point rather than a guaranteed frame-rate profile.
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| RTX Remix control | Starting choice | When to change it |
|---|---|---|
| DLSS Super Resolution | Quality | Use Balanced or Performance when the GPU cannot sustain your target frame rate. |
| Frame Generation | Off while establishing the base frame rate | Enable only after the rendered (non-generated) frame rate is stable and latency and artifacts are acceptable. |
| Path-tracing quality | High enough to preserve lighting detail | Lower before disabling path tracing when GPU time is excessive. |
| Lighting quality | High or the current default | Lower after path-tracing quality if interiors or dense scenes remain slow. |
| Volumetric lighting and fog | Default | Reduce for expensive outdoor areas, smoke, fog or weather effects. |
| Denoising | Enabled | Disable only briefly to diagnose an image problem; it is a core part of a modern path-tracing renderer. |
| Material, mesh and light replacements | Enabled | Temporarily disable one category to identify a heavy replacement. Path tracing remains active during this test. |
Test this baseline in an outdoor area, a dense interior and a combat encounter. A setting that looks smooth in a quiet hallway can produce poor frame pacing outdoors, while a volumetric-heavy exterior may not represent ordinary interiors.
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- Launch the Fallout: New Vegas build that contains the RTX Remix runtime and wait until you are in a playable scene.
- Press
Alt-Xto open the Remix overlay. The official Runtime User Guide divides the overlay into General, Rendering and Content tabs. - Use General for upscaling and latency-related controls. Use Rendering for path-tracing image quality. Use Content when you need to isolate a material, mesh or light replacement.
- Change one group of settings at a time, return to the same test scene and observe base FPS, frame pacing, image stability and latency.
- Save the stable values in
rtx.confnext to the Remix runtime folder. Keep a backup copy before installing a new runtime or a large replacement pack.
If Alt-X does nothing, verify that the Remix runtime is actually loaded rather than assuming the mod is active. A launcher, overlay conflict or an incompatible build can prevent the menu from appearing.
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Choose DLSS Super Resolution before anything else
DLSS Super Resolution determines the internal rendering resolution used before the image is reconstructed at your output resolution. NVIDIA describes DLSS Super Resolution and Frame Generation as performance features that maintain high-quality visuals, and identifies powerful RTX GPUs as the clearest route to full path tracing.
DLSS Quality
Start on Quality when the ungenerated frame rate is already close to your target. It preserves more internal detail and generally gives the reconstruction more information for thin geometry, foliage and distant objects. Quality is not automatically the fastest choice; its higher internal resolution costs GPU time.
DLSS Balanced
Move to Balanced when the GPU is the bottleneck and Quality cannot hold acceptable frame pacing. Balanced is a useful middle step because it reduces rendering cost without immediately making reconstruction artifacts as obvious as they can be at Performance.
DLSS Performance
Use Performance when path tracing and replacement assets leave too little GPU headroom at your resolution. It lowers internal resolution substantially, so inspect distant vegetation, wires, specular highlights and moving characters for shimmer or softness. A developer of the Fallout: New Vegas RTX project reported up to 100 FPS and usually about 70 FPS on a 5080 Mobile with DLSS Performance, but that is one setup, not a universal result.
Do not select a mode because its label promises a particular frame rate. Compare the same scene at the same output resolution and record base FPS and 1% lows. If Performance raises average FPS but makes frame pacing erratic, Balanced may feel smoother even when its average is lower.
Use Frame Generation only after the base frame rate is stable
Frame Generation creates additional displayed frames between rendered frames. It can make camera movement look smoother, but it does not remove the cost of rendering the underlying path-traced frames. Enabling it before solving a weak base frame rate can hide uneven pacing while leaving input latency and heavy GPU work unchanged.
- Leave Frame Generation off while choosing Quality, Balanced or Performance.
- Walk through the outdoor, interior and combat test scenes and check base FPS, 1% lows and frame-time consistency.
- Adjust path-tracing, lighting and volumetric quality until the rendered frame rate is stable enough for your target.
- Enable Frame Generation and repeat the same route. Check controller or mouse latency, UI behavior, ghosting around moving objects and any flicker in transparencies.
- Turn it back off if latency or artifacts are more distracting than the smoother presentation.
NVIDIA documents Frame Generation as part of DLSS 3, but does not publish a Fallout: New Vegas-specific setting or latency result. Treat it as a second-stage option, not as a substitute for a stable base frame rate.
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Lower path-tracing cost in the order that preserves the effect
The Rendering tab exposes separate groups for Pathtracing, Lighting, Volumetrics and Denoising. Adjust them in stages instead of switching the entire effect off.
1. Path-tracing quality
Reduce the main path-tracing quality control first when GPU time is high. This keeps the lighting model and reflections active while reducing the amount of work per frame. Watch dark interiors and glossy surfaces for increased noise or instability after each change.
2. Lighting quality
If interiors, night scenes or rooms containing many emissive and dynamic lights remain expensive, lower Lighting quality next. Compare the same room before and after the change; a setting that is harmless outdoors can materially change indoor performance.
3. Volumetric lighting and fog
Outdoor vistas, weather, smoke and fog can make volumetric work a large part of the frame time. Lower volumetric lighting or fog quality when an exterior is the slowest test scene. Keep higher values if your regular play is mostly indoors and the visual difference matters to you.
4. Denoising
Keep denoising enabled for normal play. NVIDIA’s Remix documentation calls denoising a critical part of modern path-tracing renderers. Disabling it can make noisy pixels look like a performance or replacement-asset fault when the real issue is that the denoiser was removed. Switch it off only long enough to identify whether a particular artifact originates in the denoising stage.
Use the Content tab to find expensive replacements
Large replacement packs can add cost independently of the renderer. In the Content tab, turn off material replacements, mesh replacements or light replacements one category at a time, then repeat the same route.
- If disabling material replacements produces a large improvement, inspect high-resolution textures, animated materials and surfaces with complex properties.
- If disabling mesh replacements helps, look for dense geometry, duplicated props or unusually detailed distant objects.
- If disabling light replacements helps, check scenes with many local lights, emissive surfaces or overlapping effects.
This is a diagnostic comparison, not a return to the original raster renderer. The Runtime User Guide explicitly notes that path tracing remains active when replacement categories are disabled. Re-enable unaffected categories after identifying the expensive one so you do not sacrifice the whole visual upgrade.
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A repeatable scene-by-scene tuning method
Because there is no standardized New Vegas RTX benchmark, use a repeatable route rather than relying on a single FPS number.
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Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →- Choose three scenes. Use one open outdoor area, one dense interior and one combat sequence with several moving characters or effects.
- Fix the test conditions. Keep output resolution, game resolution scale, replacement packs, weather and camera route the same for every comparison.
- Record the base result. Note average FPS, 1% lows, frame-time spikes, image stability and VRAM use with Frame Generation off.
- Change only one control group. For example, move from DLSS Quality to Balanced without changing lighting or volumetrics at the same time.
- Repeat all three scenes. Keep a setting only when it improves the slow scene without causing unacceptable artifacts in the other two.
- Test generated frames last. Enable Frame Generation after the rendered result is stable, then evaluate latency and artifacts separately from raw FPS.
- Save the result. Store the values in
rtx.confand keep a second profile if you use a different replacement set or resolution.
This method also reveals whether a setting is limited by GPU time or by something else. If lowering DLSS or renderer quality does not change the slowest scene, investigate a replacement asset, a CPU limit, a runtime issue or an overlay conflict instead of continuing to lower image quality.
Hardware: do you need an RTX GPU?
A GeForce RTX card is the clearest hardware category for a DLSS-and-path-tracing workflow because NVIDIA’s DLSS 3 feature set includes Super Resolution and Frame Generation, and NVIDIA positions powerful RTX GPUs for full path tracing. The exact model depends on output resolution, path-tracing preset, replacement assets and the community runtime you install.
An NVIDIA-only requirement would be too broad for current project discussions. A later Fallout: New Vegas RTX release discussion claims support for AMD RX 6000-series and newer cards and for desktop Intel Arc hardware. Those claims are build-specific, so verify the exact release notes and runtime requirements before assuming that a particular non-NVIDIA card will work.
| GPU category | What is established | What you still need to verify |
|---|---|---|
| NVIDIA GeForce RTX | Best-documented path for DLSS Super Resolution, Frame Generation and RTX Remix features. | Whether your model has enough performance and VRAM for your resolution and replacement set. |
| AMD Radeon RX 6000 or newer | Claimed as compatible in a current project discussion. | Support in the exact runtime build, available upscaling options and feature limitations. |
| Desktop Intel Arc | Also claimed as compatible in that discussion. | Exact Arc model, driver state and whether all Remix features used by the build function correctly. |
Do not buy hardware based on the 70–100 FPS community report alone. That report used a 5080 Mobile, DLSS Performance and an evolving build. It is useful evidence that optimization has improved, not a controlled comparison between GPUs.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesConfirm that your installation really enables path tracing
Several projects use “DLSS” or “neural rendering” in their names without enabling Remix path tracing. The fnv-dlss5 repository explicitly says its release intentionally disables Remix path tracing and presents the original New Vegas raster image to the DLAA and Neural Rendering path. Installing such a project will not produce the path-traced image discussed in this guide.
Check the release description and in-game overlay for the build you installed. The presence of DLAA, Neural Rendering or a DLSS label is not proof that Remix path tracing is active. If the Rendering tab lacks the path-tracing controls described above, you may have a different project or an incomplete runtime installation.
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Troubleshooting common symptoms
| Symptom | Likely cause | Action |
|---|---|---|
| Low FPS in every scene | Internal resolution or path-tracing workload is too high, or the GPU is below the build’s practical target. | Move DLSS from Quality to Balanced or Performance, then lower path-tracing and lighting quality. |
| Outdoor scenes are much slower than interiors | Volumetric lighting, fog, weather or distant replacement geometry. | Lower volumetric controls and test mesh replacements through the Content tab. |
| Interiors are the worst case | Many local lights, emissive materials or complex replacement geometry. | Lower Lighting quality and isolate light, material and mesh replacements separately. |
| Average FPS looks high but motion feels uneven | Poor frame pacing or a weak base frame rate hidden by generated frames. | Disable Frame Generation, inspect 1% lows and frame times, and retune DLSS or renderer quality. |
| Ghosting, shimmer or soft distant detail | DLSS mode, moving geometry, transparencies or replacement materials. | Compare Quality, Balanced and Performance in the same scene; use the highest mode that meets your frame-time target. |
| Noise or unstable lighting after a change | Denoising was disabled or path-tracing quality was reduced too far. | Re-enable denoising and raise path-tracing quality one step before changing unrelated controls. |
| Alt-X does not open the overlay | Runtime not loaded, conflicting overlay or incompatible build. | Confirm the correct Remix runtime is installed and loaded, then test with other overlays disabled. |
| Disabling replacements does not restore original performance | Path tracing is still active by design. | Use the Content tab only for diagnosis; tune the Rendering controls for the actual path-traced workload. |
How to compare presets or GPUs fairly
When comparing two DLSS modes, two path-tracing presets or two graphics cards, hold the test conditions constant. Use the same output resolution, runtime build, replacement set, driver state, weather and camera route. Record more than average FPS:
- Base FPS and 1% lows: show the rendered performance before generated frames.
- Frame pacing: identifies stutter that an average can hide.
- Image stability: inspect foliage, wires, particles, reflections and distant objects while moving.
- Ghosting and reconstruction: follow characters and transparencies during combat.
- Latency with Frame Generation: judge controls separately from visual smoothness.
- Outdoor and interior performance: prevents one scene type from deciding the whole preset.
- VRAM use: exposes whether a replacement pack is pushing the card toward memory pressure.
- Compatibility: confirm that the runtime and replacement assets work on the tested GPU.
A fair comparison should report the base frame rate even when Frame Generation is enabled. Generated FPS is a display-smoothness result, not the same measurement as the renderer’s native output.
A practical decision tree
If the GPU is clearly saturated
Move DLSS one step toward Performance, then lower path-tracing quality, Lighting quality and finally volumetrics. Re-test after each change. Keep denoising on and use the Content tab only to identify unusually expensive replacements.
If the GPU has headroom but the game still stutters
Check frame pacing with Frame Generation disabled, inspect 1% lows and look for a CPU or asset bottleneck. Lowering image quality may not help a CPU-limited scene. Recheck the runtime and replacement set before sacrificing more path-tracing detail.
If the image is clean but controls feel delayed
Compare the same route with Frame Generation off. If latency improves substantially, keep generated frames disabled or use them only when the base frame rate is already strong enough for your preferred responsiveness.
If one location is dramatically slower
Use that location as your limiting test. Compare volumetrics outdoors, Lighting indoors and replacement categories in both. Save a profile that survives the worst regular scene rather than one that only works in an easy hallway.
What to expect from the project’s current state
The Fallout: New Vegas RTX project is still evolving and has been described by its developer as nearing a proper release while remaining under optimization. A separate release discussion says the base game should already be completable. These statements describe project status, not a promise of identical performance or stability for every build.
Expect settings and compatibility to change as the runtime and replacement assets are updated. Keep a copy of rtx.conf, note the runtime version beside it and retest your three scenes after updates. If a new build changes frame pacing or image quality, restore the previous configuration to determine whether the change came from the runtime or from your own settings.
Quick Recap
Best-settings checklist
- Open the overlay with
Alt-Xand verify that the Rendering tab exposes path-tracing controls. - Start DLSS Super Resolution on Quality; use Balanced or Performance when GPU time requires it.
- Establish base FPS and frame pacing with Frame Generation disabled.
- Lower path-tracing quality, then Lighting, then volumetric controls before abandoning path tracing.
- Leave denoising enabled except for short diagnostic tests.
- Use Content-tab switches to isolate material, mesh or light replacements; remember that path tracing remains active.
- Test an outdoor area, a dense interior and combat under identical conditions.
- Enable Frame Generation only after the rendered result is stable, and check latency and artifacts.
- Save the working profile as
rtx.confbeside the runtime. - Verify the exact release’s GPU support and confirm that your project actually enables Remix path tracing.
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