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For the best balance of image quality and speed in Star Wars Outlaws, start with the preset that matches your hardware tier, leave the upscaler on Quality, and reduce ray-tracing options before lowering output resolution. Ubisoft’s targets are 1080p/30 on Low, 1080p/60 on High, 1440p/60 on High and 4K/60 on Ultra, all with Quality upscaling. Treat those figures as targets rather than guarantees: open-world traversal, cities, CPU limits, drivers and patches can change the result.
Use the official performance tiers as your starting point
Ubisoft’s PC specifications provide four practical goals. Each tier assumes 16 GB of dual-channel memory, an SSD with 65 GB of available space, and the upscaler set to Quality. The examples are configuration anchors, not promises for every processor, graphics card, driver or game build.
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| Target | Preset and resolution | Ubisoft GPU example | Expected frame-rate target |
|---|---|---|---|
| Minimum | Low at 1080p | Ubisoft’s minimum-tier GPU example | 30 FPS |
| Recommended | High at 1080p | GeForce RTX 3060 Ti class | 60 FPS |
| Enthusiast | High at 1440p | GeForce RTX 4070 class | 60 FPS |
| Ultra | Ultra at 4K | GeForce RTX 4080 class | 60 FPS |
The table describes Ubisoft’s 2024 guidance. A card in the same general class can still perform differently because of the CPU, memory configuration, VRAM capacity, cooling, driver version and the density of the scene being rendered.
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Establish a trustworthy baseline before changing settings
Outlaws has no built-in benchmark utility, so a single indoor room is not a reliable measure of open-world performance. Create a repeatable route that includes the situations where you notice slowdown: riding through a busy settlement, moving between dense outdoor areas, entering a market, and fighting with effects on screen.
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- Install the latest game update available for your platform and update the graphics driver. Reboot after a driver installation so shader compilation and driver state are clean.
- Open the game’s Settings menu and the Video or Graphics page. Select your display’s native resolution and note the current preset, upscaler, ray-tracing options and frame-generation state.
- Run the same route for several minutes. Record the average FPS and, if your overlay provides it, the one-percent-low or frame-time graph. Also note stutter, input delay and image breakup; a higher counter is not automatically smoother.
- Change one major group at a time, return to the same route, and record the result. Do not combine a preset change, a new upscaler mode and several ray-tracing switches if you want to know which change helped.
Repeat the route after a substantial patch or driver update. Shader caches, traversal behavior and rendering fixes can alter performance without any change to your hardware.
Choose a resolution, preset and upscaler together
Start with the nearest tier, not the highest preset
Select High at 1080p if your system is near the RTX 3060 Ti recommendation, High at 1440p near the RTX 4070 example, or Ultra at 4K near the RTX 4080 example. If your hardware falls between tiers, begin with the lower tier and raise individual settings after you have a stable frame rate. A preset is a collection of compromises; it is not a guarantee that every scene will hold the target.
Use Quality upscaling first
Upscaling is part of Ubisoft’s intended PC configuration rather than an emergency-only option. The PC version supports NVIDIA DLSS 3.5, Intel XeSS 1.3 and AMD FSR 3.0, with upscaling and frame-generation controls. Start in the Quality mode of the technology that matches your GPU family, then compare motion clarity and fine-detail stability on your repeatable route.
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Quality mode renders fewer pixels internally and reconstructs the selected output resolution. If the GPU remains overloaded, move to Balanced and test again. Balanced can improve frame rate at the cost of more reconstruction artifacts, shimmering or softer distant detail. Keep the display output resolution unchanged while comparing modes so that you are testing the upscaler, not two variables at once.
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When to lower output resolution
Lowering the output resolution is the last major step for a system that cannot meet its target after ray tracing and upscaling have been tuned. On a 4K monitor, a 1440p output can look noticeably softer than 4K with Quality upscaling; test both rather than assuming one is always superior. On a 1080p display, lowering the output is usually a larger visual compromise than moving from Quality to Balanced.
Tune ray tracing before sacrificing resolution
Ray tracing can be the largest single GPU cost in the menu. In a PCGamesN test, the publication measured an average of 91.7 FPS with its non-ray-traced profile and 67.4 FPS when medium ray tracing was enabled. Those are results from that test system and settings, not universal performance guarantees.
| Ray-tracing adjustment | What to watch for | When to try it |
|---|---|---|
| Reflections | Reflections on wet streets, windows and polished surfaces become less accurate. | First when the GPU is saturated in cities or during rain. |
| Diffuse reflections | Indirect reflected light and color bounce are reduced. | Useful when ordinary reflections are acceptable but dense scenes remain slow. |
| Ray-traced shadows | Shadow edges and contact detail use a cheaper method. | Try when combat scenes with many lights cause drops. |
| RTX Direct Lighting | Lighting quality from ray-traced sources is reduced. | Use when the frame-time graph spikes around complex lighting. |
Disable or lower one ray-traced option, rerun the same route, and inspect both the frame-time graph and image. If the change recovers the target, keep the higher output resolution and upscaler mode. If the GPU is not fully utilized while FPS is low, ray tracing is unlikely to be the limiting factor; investigate CPU load, background applications or a frame-rate cap instead.
Lower object detail and volumetrics for traversal slowdowns
Object detail
Object-detail settings govern how much geometry and world clutter remains visible at distance. They are candidates for reducing hitching or low rates while moving quickly through the open world, especially when cities and large settlements are in view. Lower one step, repeat the same traversal route and check distant buildings, vegetation and props for distracting pop-in.
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Volumetric effects
Volumetric fog, dust, smoke and light shafts can become expensive in scenes with weather, heavy atmosphere or multiple light sources. Reduce volumetric quality if the frame-time graph worsens during storms, explosions or dense interior lighting. The available evidence does not establish a hardware-independent FPS percentage for this setting, so treat the change as a test rather than a guaranteed number.
Do not lower every quality option at once. A small reduction in object detail or volumetrics may be enough; further cuts only trade away image quality without helping if the bottleneck is elsewhere.
Use frame generation only after the rendered base is stable
Frame generation inserts generated frames between traditionally rendered frames. It can make camera movement appear smoother, but it does not create the same input response as rendering a higher number of real frames. Enable it after you have a consistent base rate and acceptable frame pacing, then evaluate latency in combat as well as the displayed FPS.
Title Update 1.5.1, released on 6 February 2025, added RTX 50-series support and DLSS 4 Multi Frame Generation. Ubisoft describes the feature this way:
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“Star Wars Outlaws on PC now features DLSS 4 with Multi Frame Generation for GeForce RTX 50 series, which boosts FPS by using AI to generate up to three frames per traditionally rendered frame.”
DLSS 4 Multi Frame Generation therefore applies to GeForce RTX 50-series hardware with that update. Other frame-generation modes depend on the GPU and the options exposed by the current game build. If generated frames make controls feel delayed or produce uneven pacing, turn the feature off and target a lower but fully rendered frame rate.
Starting profiles for common targets
| Goal | Initial configuration | First changes if FPS is low |
|---|---|---|
| 1080p at 60 FPS | High preset, native 1080p, Quality upscaler, moderate ray tracing | Lower ray-traced reflections or lighting, then object detail or volumetrics. |
| 1440p at 60 FPS | High preset, Quality upscaler, RTX 4070-class baseline | Reduce ray tracing first; test Balanced upscaling only after that. |
| 4K at 60 FPS | Ultra preset, Quality upscaler, RTX 4080-class baseline | Reduce ray tracing, then test Balanced upscaling; lower output resolution later. |
These profiles follow Ubisoft’s tier targets. They are starting points for testing, not fixed recipes. A CPU-limited system may need different changes even when its GPU matches the example.
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Signs the GPU is limiting FPS
- GPU utilization stays near full load while FPS falls in busy scenes.
- Reducing ray tracing or moving from Quality to Balanced produces a clear improvement.
- Lowering output resolution helps more than reducing object count or simulation-heavy settings.
Signs the CPU, memory or background software is limiting FPS
- GPU utilization drops while one or more CPU cores are busy.
- FPS remains similar after large GPU-quality reductions.
- Traversal stutters coincide with streaming, shader compilation or background downloads.
Close browsers, recording tools and launchers that are not needed, use dual-channel memory, and avoid running the game from a nearly full or mechanically slow drive. Ubisoft’s specification requires an SSD and 16 GB of dual-channel memory; systems below that baseline may show streaming or hitching that a graphics preset cannot fix.
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Storage, VRAM and hardware decisions
The game’s listed requirement is a 65 GB SSD installation. Leave additional free space for patches and shader caches rather than filling the drive to its limit. A faster or larger SSD can help maintain consistent asset streaming when the existing drive is short on space, but it cannot turn a CPU or GPU shortfall into a higher rendering tier. Check your motherboard’s supported interface before buying a replacement drive.
Use the GPU examples as comparison anchors when settings changes stop helping: RTX 3060 Ti class for Ubisoft’s 1080p/60 High target, RTX 4070 class for 1440p/60 High, and RTX 4080 class for 4K/60 Ultra. Different generations with similar names can have different memory capacity and ray-tracing performance, so compare the actual model, VRAM and power limits rather than relying on the tier label alone.
Cap FPS for steadier frame times
The PC version supports uncapped frame rates, but an unlimited counter can make clocks and frame times oscillate between heavy outdoor scenes and easier interiors. After testing, choose a cap that your demanding route can sustain. For a 60-Hz display, a stable 60 FPS is preferable to alternating between 75 and 45; for a high-refresh display, select the highest cap that remains consistent in the worst section of your route.
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Apply the cap in one place—either the game, the driver or a trusted overlay—to avoid conflicting limits. Recheck latency with frame generation enabled, because the displayed rate can exceed the rate of traditionally rendered frames.
A repeatable troubleshooting sequence
- Update: install the latest game patch and GPU driver, then restart the PC.
- Reset: return to the profile closest to your official tier and select native resolution with Quality upscaling.
- Measure: run the same outdoor-and-city route and record average FPS, lows and visible stutter.
- Classify: confirm whether GPU utilization or CPU activity is the limiting factor.
- Tune ray tracing: lower reflections, diffuse reflections, shadows or RTX Direct Lighting one at a time.
- Tune secondary costs: test object detail and volumetrics in the scene where the slowdown occurs.
- Change upscaling: move from Quality to Balanced only if the target is still missed and the image remains acceptable.
- Test frame generation: enable the supported mode, then check latency and frame pacing rather than the counter alone.
- Cap: set a sustainable limit based on the slowest repeatable section.
Common symptoms and targeted fixes
| Symptom | Likely first test | Reason |
|---|---|---|
| Large drops in towns or during rain | Lower ray-traced reflections and volumetrics. | Lighting, reflections and atmospheric effects multiply in these scenes. |
| Slowdown while riding across the world | Reduce object detail and check CPU utilization. | Streaming and world-update work can matter as much as pixel rendering. |
| Soft or shimmering distant detail | Return from Balanced to Quality upscaling. | The reconstruction mode is trading internal resolution for speed. |
| High displayed FPS but sluggish controls | Disable frame generation temporarily and compare. | Generated frames increase displayed motion without replacing base-frame input latency. |
| Stutter after a driver or game update | Restart, allow shader compilation to finish, then repeat the route. | New shaders and changed caches can cause temporary hitching. |
Keep the configuration aligned with patches
Patch notes can add hardware support or change the cost of a setting. The 1.5.1 update is a concrete example: RTX 50-series owners gained DLSS 4 Multi Frame Generation support on 6 February 2025. Record your patch number alongside benchmark notes, and revisit the profile after major updates instead of assuming an old result still applies.
With a stable route, Quality upscaling, ray tracing tuned to your GPU budget and a cap below the worst-case scene rate, you can preserve resolution and image quality while eliminating the settings that cost the most frames.
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