The highest-impact changes are to disable Global Illumination, drop Shadows to Low, lower Reflections and Post-Processing, and enable DLSS or FSR on the Quality preset. Motion Blur and VSync should be off.
For input, disable mouse acceleration, set Sensitivity Scaling to Relative with Monitor Matching at 100%, and set ADS Transition to Instant. A common starting point is 800 DPI with in-game sensitivity around 0.7.
AI concept artTune at a crowded objective, not in an empty field
This is the method that matters more than any individual slider. Start from the preset matching your hardware tier, then go and test at an actively contested Control Zone.
The demanding scenario is 100 players with vehicles, building and destruction all happening at once. Settings that look fine on approach can collapse in the middle of that.
What you are optimising for is stable frame time, not a high number in a quiet area. Consistency is what makes tracking targets feel reliable.
AI concept artGraphics settings worth changing
Global Illumination is the most expensive option relative to what it gives you in a competitive context, and turning it off is the largest single graphics gain.
Shadows on Low, with Reflections and Post-Processing reduced, recovers most of the remaining headroom. In heavy team fights, dropping Effects further helps specifically where you need it.
1080p remains the sensible resolution target for most players, balancing clarity against the frame budget.
- Global Illumination — Off — the biggest single performance win.
- Shadows — Low.
- Reflections — Low.
- Post-Processing — Low.
- Effects — Reduce further for large-scale fights.
- Motion Blur — Off — it smears the image exactly when you are tracking a target.
- VSync — Off — it adds input latency.
Upscaling and latency
Use DLSS or FSR on the Quality preset first. It is the cheapest way to buy frames, and the official minimum specification assumes upscaling is enabled at all.
If Quality is not enough, step down to Balanced before you start sacrificing more visual settings. The trade there is usually better than dropping to the lowest presets across the board.
On NVIDIA hardware, Reflex set to On + Boost is worth trying. It targets render-pipeline latency rather than framerate, so it makes aiming feel more responsive without changing your frame counter.
Scopes and the PiP option
Picture-in-picture scopes render the world twice inside the optic, which is expensive. If the game lets you switch to a simplified magnified view instead, competitive players should take the performance-friendly option.
The visual cost is small and the frame gain arrives precisely when you are aiming, which is the moment you least want a dip.
Optics matter more than most attachments for reasons unrelated to performance too — a clear sight shortens the time it takes to find and confirm a target.
Mouse and sensitivity
Turn mouse acceleration off. Consistent muscle memory depends on the same physical movement producing the same rotation every time.
Set Sensitivity Scaling to Relative and Monitor Matching to 100%, which keeps your aim consistent across different zoom levels rather than making every optic feel like a new gun.
ADS Transition set to Instant removes animation delay between hipfire and aiming. Leave the ADS multipliers at their defaults until you have a specific reason to change them.
800 DPI with roughly 0.7 in-game sensitivity is a widely used starting point, not a target. Adjust from there based on whether you overshoot or undershoot.
Vehicles have their own sensitivity
The game provides separate sensitivity sliders for infantry aiming and vehicle turrets, and this is one of the most commonly missed settings.
The two jobs want opposite values. Infantry aiming rewards a low sensitivity for precision; a vehicle turret needs a higher one to track fast-moving targets across a wide arc.
If your tank gunnery feels sluggish while your rifle feels fine, this is almost certainly why. Set them independently rather than compromising on one number.
Audio and comms
The game runs local proximity chat alongside squad chat, and getting your audio balance right matters tactically rather than just for comfort.
Proximity chat means nearby enemies can hear you, so audio configuration is part of your information discipline, not only your convenience.
Keep voice at a level where it does not mask footsteps and vehicle audio, both of which are the earliest warnings you get in a game this size.
If it still runs badly
Confirm your GPU drivers and Windows updates are current before blaming the settings. Outdated drivers account for a large share of performance complaints.
Verify the game files through Steam if performance is erratic rather than uniformly low, since a partial or corrupted install produces inconsistent symptoms.
Balance patches change performance characteristics, so revisit your settings after major updates rather than assuming last month’s configuration is still optimal.
Why frame time beats framerate here
A stable 70fps is more useful than an average of 100fps that repeatedly dips, because the dips arrive exactly when the most is happening on screen.
The scenario that produces them is specific to this game: a hundred players converging on one Control Zone with vehicles overhead, player-built fortifications and destruction all resolving at once.
Tune so the worst moment stays playable rather than so the quiet moments look impressive. That is a different optimisation target from a benchmark score.
Matching settings to your hardware tier
The official performance targets give you a realistic starting expectation instead of guessing. The minimum tier aims at 1080p low, 60fps with upscaling enabled.
The recommended tier targets 1440p medium at 70fps or better natively, or 4K medium at 60fps with upscaling.
Note that the minimum target assumes upscaling is already on. If you are near that tier, enabling DLSS or FSR is not an optimisation — it is part of the baseline configuration.
Settings questions answered
Short answers to the changes people ask about most.
- Biggest FPS gain? — Turn Global Illumination off, then enable DLSS or FSR on Quality.
- Should I use VSync? — No. It adds input latency.
- Motion Blur? — Off. It smears the image while you are tracking targets.
- What sensitivity should I use? — 800 DPI with around 0.7 in-game is a common starting point, not a target.
- Why is my tank turret so slow? — Vehicle turrets use a separate sensitivity slider from infantry aiming.
- Does Reflex increase FPS? — No, it reduces pipeline latency. Aiming feels more responsive at the same framerate.