Everyone is using the wrong visual
settings for Chapter 3. I’m about to show you how to access hidden settings,
why you shouldn't cap your framerate, and all the best Visual Settings for Chapter 3.
Starting with Rendering Modes: Performance mode is still by far the best. There’s a clear decrease
in input delay on performance mode when compared to DX11 and DX12. However, on the backend,
Performance Mode actually still uses DirectX 11 to render the game. So when you’re on DX11
mode, the settings that you change carry over to performance mode, even though you can’t change
them from the settings menu on performance mode. So in order to get the best settings, we have
to swap to DX11, change all of our settings, and then change back to performance mode. If
you don’t believe me, look at this. The last line here shows your monitor’s frame rate, and
Nvidia’s Reflex low latency settings. If it’s off, both will say off. If it’s on, the U: will say
on. If you use On+ Boost (which you should) the U: and B: both say On. Now when I swap my game back
to performance mode, both of them are still on, telling us Nvidia Reflex low latency is
still active even on performance mode. To understand what Nvidia Reflex does, you have to
understand how your PC renders frames. In short, your CPU computes the frame, then sends it
to your GPU’s buffer, so the GPU can render it once your monitor’s ready to show the next
frame. But if your monitor’s refresh rate was lower than how fast your cpu’s sending frames, the
buffer would get backed up so the frames you see are old frames. So what people started doing was
capping their framerate to whatever their monitor was set to, so that the GPU’s buffer stays clear
and always renders the most up to date frame. What NVIDIA Reflex does, is forcibly keeps the GPU
buffer clear, so that no matter your framerate, your GPU always renders the most recent frame. So
there’s no reason to cap frames anymore with this setting on, but people still do it because most
players have no idea how NVIDIA Reflex works. Uncapping your framerate will lower your input
delay, regardless of your monitor’s refresh rate. So make sure you’re on DX11 so we can see all
the settings. We’ll change back to performance mode at the very end. Now let’s go top to
bottom. You always want to be on fullscreen, because windowed fullscreen uses windows’
compositor that adds latency. And you should use native resolution, don’t use stretched res.
I’m making a full video about that right now, subscribe with notis on so you don’t miss it.
For color settings, it’s very dependent on the monitor that you use. The settings that
look the best for me, might look completely different on your monitor. But in general, you
should use whatever settings make the game most clear to you, on your monitor. What’s easy
for someone else to see, maybe hard for you. For the graphics quality, you
want 3d resolution at 100%, and view distance at medium. View Distance
doesn’t affect whether or not you can see enemies, but it does effect how far away you can see
builds and loot. On Low you can see builds from 270 meters and loot from 200 meters. On
Medium, builds are visible from 360 meters and loot from 270 meters. And on Far and
Epic its 550 for builds, and 405 for loot. Regardless of your view distance, you can’t shoot
enemies that are over 280 meters away. This makes medium ideal since it’s far enough to let
you always see the loot when dropping in, but low enough that you’re not going to be
rendering a bunch of extra builds from people you can’t shoot anyway. If you really struggle
for frames in endgame, you can turn it to low, but keep in mind you won’t be able to see loot
spawns like launchpads until you get a lot closer. Everything else gets turned off or as low
as possible to get the most fps possible. Time for advanced graphics. VSYNC and motion
blur both lower your fps, so turn them off. You can show fps if you want, but it clutters
the screen so it’s better off. You always want to allow multithreaded rendering unless you’re
on single-core hardware. But pretty much every cpu made in the last decade has multiple
cores. GPU crash debugging, latency markers, and latency flash are only for troubleshooting,
so turn them off. Reflex Low Latency goes to On+Boost. On mode just keeps the GPU buffer clear
like I explained before, but On+Boost also forces your GPU to run at full speed even when it’s not
under load, so that when you do need your GPU, it’s already going full speed to render frames.
Now going into the Game UI Tab, there’s a bunch of clutter that we need to turn off.
The less stuff on screen, the easier it is to see opponents in hectic fights. So
anything that’s useless, we’re turning off. Spectator count – Off
Reticle – On Player Health – On
Resources – On Minimap – On
Quickbar – On Target Info – This is what shows you how much
health builds have; definitely need this on. Pickup Loot Stream – This shows you how much loot
you picked up, but you can always see the total in your inventory so it’s useless. Off
Map & Backpack Keys – Off. Elimination Feed – On. When you’re third partying
fights, its super useful to use the elimination feed to know when to engage.
Latency Debug Stats – Off Net Debug Stats – This shows your
ping, and while it’s really inaccurate, it does shows you when your lobby is getting
really laggy. In really stacked games I know the lobby is lagging when it shows I have 0
ping, cause theres no way I’m getting 0 ping from 1000 miles away from the server. On
Quest Progress we can turn off and Reticle Ammo Indicator shows, next to your reticle, how
many bullets you have left. It can be useful if you aren’t used to checking your ammo count at the
bottom right, but it’s blocking right next to your reticle. And having anything block the screen
next to your reticle is bad. If you need it, you can keep it, but I’d turn it off.
Control Prompts – Off Runtime Performance Stats – Off
The Hud Scale changes how large all the UI is. By default it’s huge, but you
also don’t want it so small you can’t see it quickly. Around 75% is a good medium.
Now that we’ve changed all our settings, we have to change back to performance mode, and
restart the game. The only new option we have now, is Meshes, High vs Low. Low meshes actually
have a negligible effect on your input delay, so both high and low meshes are a viable
option. You can choose whichever one you prefer, but if you want the specifics into
the pros and cons of each option, I have an entire video dedicated to that here. So
go ahead and watch that if you haven’t. Farewell!