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Freedom251 › Blog › DLSS

Which Graphics Settings Matter Most in Modern FPS Games?

By Freedom251 Team · · 9 min read

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Lower shadows, effects and particles, post-processing, detail or material quality, anti-aliasing, and sometimes textures first. These options often add substantial rendering work, but their cost varies by game and hardware. Change only a few at a time, test in the same scene, and keep the highest resolution that still delivers the smoothness you need.

“Matter most” has three separate meanings: performance, target visibility and image quality, and responsiveness. A setting can improve one without improving the others. Motion blur, for example, may make enemies harder to read while having no measurable frame-rate cost in a particular game. VSync can remove tearing but add delay on some setups. The best configuration is therefore a measured compromise, not a universal preset.

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What “matter most” means in an FPS

Graphics menus mix several different outcomes. Before changing anything, decide which problem you are trying to solve.

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  • Performance: how much GPU or CPU work an option adds, and whether it affects average frame rate, one-percent lows, or frame-time consistency.
  • Visibility and image quality: whether edges, distant targets, foliage, particles and movement remain easy to interpret.
  • Responsiveness: the delay from a mouse or controller action to a visible result. This includes peripheral, PC and display latency, not just the FPS counter.

Riot Games’ support guidance, published October 7, 2026, emphasizes that there is no single perfect setup for every PC. Menu names and costs differ between games, so treat any ranking as a starting point and verify it in your title.

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Which graphics settings should you lower first?

When frame rate or stability is poor, begin with the options that commonly have the largest performance impact. Lower a small group, test, then restore any option whose visual loss is greater than its gain.

Setting group Typical reason to test it early What you may lose Evidence and caveat
Shadows Additional shadow-map rendering and filtering can be expensive. Contact shadows and scene depth may look less detailed. Costs vary by title. An NVIDIA Destiny 2 guide reported only a 0.3 FPS spread between three shadow levels in its specific test, so this is not a universal prediction.
Effects, particles and post-processing Explosions, smoke, volumetric effects and screen-space processing can create heavy GPU workloads. Less atmospheric detail or simpler explosions. Riot groups these among settings that often have greater impact, but does not assign one cross-game FPS value.
Environment, detail or material quality Higher geometry, object distance and material complexity increase scene work and memory use. Less distant detail and simpler surfaces. Exact labels differ between games such as VALORANT and League of Legends.
Anti-aliasing and image-enhancement effects Some methods require extra samples or processing at every frame. More visible jagged edges or shimmer. Compare moving edges in an actual match; the lowest setting is not always the clearest.
Texture quality Very high textures consume more video memory and can cause swapping on cards with limited VRAM. Surface detail at close range. Texture quality may have little average-FPS effect when sufficient VRAM is available, but can matter for memory pressure and stutter.
Resolution Fewer rendered pixels reduce GPU workload directly. The most noticeable loss in sharpness and target detail. Riot specifically warns that resolution changes are more visible in image quality than many other adjustments.

Shadows are a test, not an automatic “off” switch

Shadows can consume considerable GPU time in one engine and almost none in another. They also affect depth cues: removing every shadow may make objects harder to read. In NVIDIA’s Destiny 2 guide, the measured difference between the three shadow-detail levels was 0.3 FPS in that test, and the guide noted that High could improve shadow detail and visibility. The guide is older and specific to Destiny 2, so use it as a counterexample to blanket advice, not as a forecast for a current FPS.

Effects, particles and post-processing

Smoke, fire, debris, ambient occlusion, volumetric lighting and other post-processing can become expensive during the exact moments when a firefight is busiest. Lower these together first if combat causes drops, then raise one option at a time. Watch for frame-time spikes, not only the average counter; a setting that lowers the average slightly but removes severe spikes may feel better.

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Detail, materials and textures

Environment or material quality controls geometry and surface complexity. Texture quality is different: it primarily uses video memory. If your GPU has adequate VRAM, lowering textures may produce little average-FPS improvement, while on a memory-limited card it can reduce hitching. Test by moving quickly through dense areas and checking whether new surfaces load smoothly.

Anti-aliasing

Anti-aliasing reduces jagged edges, but aggressive settings can soften the image or cost GPU time. Compare fences, wires and distant character outlines while moving the camera. A slightly higher anti-aliasing level can be worthwhile if a lower one creates distracting shimmer that hides targets.

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What settings give more FPS? Use a repeatable test

Do not change the entire preset and assume the result came from one option. A controlled sequence identifies the best trade-off for your system.

  1. Choose a repeatable scene. Use a training range, replay, benchmark, or the same busy map location. Include movement and combat-like effects if possible.
  2. Record the baseline. Note resolution, refresh rate, VSync state, upscaling mode, frame cap and each quality setting. Record average FPS and, if available, one-percent lows or frame-time graphs.
  3. Lower only a few demanding groups. Start with shadows, effects or particles, post-processing, detail or materials, anti-aliasing and textures. Riot recommends changing a few options, testing, then adjusting individual settings.
  4. Repeat the identical run. Compare the same route or camera movement. A change made during a different scene is not a reliable measurement.
  5. Restore visual wins. If lowering a setting produces little improvement but makes targets or surfaces harder to read, return it to the previous value.
  6. Test latency options separately. VSync, frame caps, variable refresh and latency technologies alter control feel and tearing independently of image-quality settings.

There is no guaranteed FPS gain for any named option. Your GPU, CPU, resolution, driver, game engine and scene determine the result.

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Should you turn motion blur off?

For competitive visibility, usually test it off. Motion blur blends moving frames and can obscure an opponent or an incoming attack. NVIDIA’s Destiny 2 guide says motion blur had zero performance impact whether enabled or disabled in that title, while recommending that competitive PvP players may disable it for maximum visibility. That is a visibility recommendation, not an FPS tweak.

The same distinction applies to bloom and lens flare. NVIDIA’s Rainbow Six Siege guide describes their performance impact as minimal but suggests disabling them for maximum online visibility. If you enjoy the cinematic look in a casual mode, leaving them enabled is reasonable; turn them off when bright halos or flashes interfere with target recognition.

How do resolution, upscaling and anti-aliasing differ?

Resolution is the number of pixels the game renders. Reducing it can substantially reduce GPU work, but it produces the clearest image-quality loss: text, distant targets and fine geometry become softer or visibly pixelated. Try other quality settings first when possible, and lower resolution only when you need a larger performance margin.

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DLSS Super Resolution versus DLAA

NVIDIA describes DLSS Super Resolution as reconstructing a higher-resolution frame from a lower-resolution render. It is an upscaling approach intended to improve performance while approximating a sharper output. DLAA is anti-aliasing performed at native resolution; it prioritizes edge quality rather than reducing the number of pixels rendered. They are not interchangeable, and support depends on the game, GPU and platform.

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Check the game’s own implementation and inspect distant moving targets for reconstruction artifacts. A mode that looks sharp in a static screenshot can show ghosting or shimmering during a match.

Do frame generation and latency features make an FPS more responsive?

Frame generation creates additional displayed frames, but a higher displayed frame count is not the same as faster underlying input response. NVIDIA documents DLSS Frame Generation as generating extra frames and describes Reflex as synchronizing CPU and GPU work to reduce system latency where supported. Treat these as separate controls: frame generation concerns displayed motion, while Reflex targets the input-to-render pipeline.

Availability is game-specific. Do not assume that every FPS supports either feature, or that enabling frame generation fixes a CPU bottleneck. NVIDIA also warns that native DLSS Frame Generation and Smooth Motion are competing technologies and should not be used together.

Does VSync cause input lag?

VSync synchronizes game output with the display to prevent tearing. Depending on the queueing behavior, frame rate and display, it can add waiting time; disabling it may reduce delay but can introduce tearing. Riot recommends trying both states rather than prescribing one universally.

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NVIDIA’s October 2020 latency guide generally favored VSync off for the lowest latency when tearing is acceptable, and discussed a variable-refresh-rate configuration for players who want to avoid tearing. That advice is dated and setup-dependent. Test VSync with your own monitor, frame cap and game engine:

  • Use VSync on if tearing is distracting and the resulting control feel remains acceptable.
  • Use VSync off if minimum latency is your priority and you tolerate tearing.
  • If your display and game support variable refresh, test that path with a suitable frame cap and compare both tearing and control response.

How much does monitor refresh rate matter?

Display latency is only one part of total system latency. NVIDIA separates peripheral, PC and display components; a faster monitor cannot remove delay introduced by the game, CPU, GPU queue or input device. Its guide states that increasing refresh rate is generally the best way to reduce display latency, because each refresh scans the image sooner.

The same guide, published October 1, 2020, says a 125 Hz polling rate adds up to 3 ms of system latency on average compared with 1000 Hz. That figure concerns peripheral polling, not a graphics-setting benchmark, and should not be read as a universal result for every device.

A high-refresh-rate gaming monitor is therefore an optional part of a low-latency setup, not a guarantee of higher FPS or better competitive results. The game must render enough frames to benefit, and the rest of the system still matters.

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Which settings fit different FPS goals?

Goal Starting approach What to verify
Maximum competitive clarity Disable motion blur, bloom and lens flare; lower distracting effects; keep the highest practical resolution. Check distant target visibility, edge shimmer, tearing and control response.
Stable high frame rate Lower shadows, effects, post-processing and detail in small groups; reduce textures if VRAM pressure causes stutter. Compare one-percent lows or frame-time consistency in busy scenes.
Balanced image quality Keep resolution native when possible, reduce the most expensive quality groups, and choose an upscaling mode only after checking motion artifacts. Inspect sharpness, foliage, particles and fast camera movement.
Best visual fidelity Raise shadows, materials, textures and anti-aliasing one at a time after performance is stable. Ensure the frame-time floor remains acceptable during firefights, not just in empty areas.

Common problems and targeted fixes

Average FPS is high but the game feels stuttery

Check frame-time consistency, VRAM use and busy-scene effects. Lower textures if memory is being exhausted, then reduce particles, post-processing or detail that spike during combat. A frame cap can also make delivery more consistent, but test it independently from VSync.

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The image is sharp but enemies disappear in motion

Disable motion blur first, then test bloom and lens flare. Compare anti-aliasing and upscaling modes while moving; some reconstruction methods look clean when still but produce trails or shimmer.

Input feels delayed after enabling VSync

Compare VSync off, on and a variable-refresh configuration if supported. Keep the mode that meets your tolerance for tearing and delay; there is no universal winner.

Lowering settings barely changes FPS

You may be CPU-limited, capped by refresh rate or changing settings that are inexpensive in that engine. Restore visual quality and test a different group. Resolution and GPU-heavy effects are more likely to help when the GPU is the limiting component, but confirm with monitoring rather than guessing.

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A practical decision rule

Start with the smallest visual sacrifice that solves your actual problem. For a GPU-bound system, test effects, shadows, post-processing, detail, anti-aliasing and then resolution. For a visibility problem, remove blur and distracting light effects even if FPS does not change. For a responsiveness problem, evaluate VSync, frame caps, refresh rate and supported latency features separately. Keep a written baseline so every change has a known result, and judge success in the same scenes where you play.

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