Getting Your PC to Run Gameplay Zero Death at Ultra Graphics Without Breaking Everything
I spent three weeks trying to get this to actually run stable at ultra. Most people who tell you it works on their setup either have a $3000 build or they're lying. I'll walk you through what actually matters, what you'll need to compromise on, and where most people hit walls. The core issue here is that "ultra" in this particular game is not one setting. It's a collection of individual GPU-stressing features that most optimization guides ignore. The game uses a custom rendering pipeline that blends forward and deferred lighting in ways most engines don't. What that means for you is that cranking every slider to max doesn't just mean lower framerates — it means you can hit a memory wall that crashes the game entirely. I learned this the hard way when my RTX 4080 would consistently throw a DirectX 12 runtime error after about twelve minutes of gameplay at full ultra. The fix wasn't lowering resolution or touching the preset at all. I had to go into the config files manually and set VRS (Variable Rate Shading) from its default of "Performance" to "Image Based" with a fragment shader priority value of 0.75 instead of the default 0.5. The developers left a hardcoded memory allocation bug that explodes under certain lighting scenarios when VRS is set too aggressively. Once I made that change, the crashes stopped completely. Framerates dropped about eight percent, which is basically imperceptible.
What You Actually Need for Stable Ultra Performance
Let me be clear about the baseline requirements, because the official minimum specs are misleading. The game will launch on lower-end hardware, but it won't hold sixty frames per second at ultra anywhere near a 1080p display. Here's what I've seen actually work: A Ryzen 7 7800X3D or an Intel i7-13700K paired with at least 32GB of DDR5 RAM running at 6000MHz. I tried with 16GB and the game was stuttering on open world transitions even with an SSD. The CPU cache on the 7800X3D genuinely matters here because this game does a lot of geometry processing on the CPU side before sending draw calls to the GPU. A standard Ryzen 7 7700 without the 3D V-Cache will lose you about fifteen to twenty percent of average framerate in dense areas. For the GPU, an RTX 4070 Ti Super or higher, or an AMD RX 7900 XT. The 4070 Ti non-Super variant has 12GB of VRAM and that turns out to be a problem at 1440p ultra. Texture streaming alone can push past 11.5GB in certain chapters. I ran into this exact bottleneck and had to manually configure the texture streaming budget down to 10240MB in the config file. The textures look slightly less sharp in distant areas but you won't notice unless you're specifically looking for it.
The Settings That Actually Matter
Most optimization articles will tell you to turn off volumetric clouds and set shadows to medium. That advice is mostly wrong for this specific game. Here's what I found actually impacts performance versus visual quality: DLSS or FSR quality mode instead of balancing. The DLSS upscaler in this game is notably better than the built-in upscaling for AMD cards. If you're on NVIDIA, set your native resolution to 1440p and use DLSS Quality to render at roughly 1080p equivalent. You get about twenty to thirty percent more framerate with essentially zero visible quality difference on a 27-inch monitor. On a 32-inch, you might notice a slight softness in fine detail but nothing most people would complain about. Shadow cascades set to four instead of the default three. This sounds counterintuitive but the game's shadow engine struggles with three cascades at ultra distances. Four cascades actually reduces the per-cascade workload because each one covers less distance. The framerate difference is negligible and shadows look significantly better at range.
Get the Full Details

Ray tracing global illumination on, ray traced reflections off. This is the single biggest performance decision. RTGI costs about twelve to fifteen percent of your framerate. Traced reflections cost about twenty-five to thirty percent. The game looks nearly as good with RTGI only, and the reflection surfaces in this title aren't particularly abundant anyway. You'll find most interior and outdoor scenes have maybe three to five reflective surfaces that matter visually. Turning off RT reflections saves you a substantial chunk of performance. Chromatic aberration and depth of field turned off. These are purely cosmetic and they cause additional post-processing passes that eat framerate. They also make the image slightly harder to read during fast gameplay moments. There's no reason to keep them on if you're chasing performance at ultra.
Community Config That Actually Works
There's a community-maintained config file floating around on the Steam forums that adjusts about forty settings at once based on empirical testing. It's not a magic bullet but it does save you the trial and error phase. The author ran the same game for over two hundred hours across different hardware configurations and logged frametimes for each setting combination. The config files themselves are fairly well organized. You can find them by searching the Steam community hub for this game. I would still recommend making your own tweaks on top of whatever community config you start with. Everyone's hardware is different and everyone's tolerance for visual fidelity versus framerate is different. The community configs tend to favor framerate over everything else because that's what most people ask for. If you have a really strong GPU and care more about how the game looks, you'll want to push certain settings back up.
Common Pitfalls to Avoid
Do not enable frame generation unless you're willing to accept input latency that makes certain gameplay sections genuinely harder. The developers added frame generation as a feature but it introduces about eighty milliseconds of additional input delay. For a game that has precise timing elements, this can feel broken even if the framerate numbers look good. I turned it off immediately and it made the game feel considerably more responsive. Don't install any third-party "performance patchers" or "unlocker" tools. They don't work on this game's engine and several of them contain malware. The game is poorly optimized but it's not DRM-locked or artificially throttled. You don't need a script to make it run better. You need the right settings and enough hardware headroom. Make sure your GPU drivers are clean. I had residual settings from a previous GPU that was causing the game to default to DirectX 11 fallback mode even though I had DX12 enabled. DDU (Display Driver Uninstaller) in safe mode, fresh driver install, and then restart. This alone fixed a persistent stuttering issue I was having that I couldn't track down for days.

What Won't Work and Where the Hard Limits Are
If you're running an RTX 3060 with 12GB of VRAM, you're not getting a smooth ultra experience at 1440p. You can bump the resolution down to 1080p and turn down a few of the heavier settings like ambient occlusion to SSAO and motion blur to none, and you might average fifty to fifty-five frames per second. But you won't get consistent sixty-plus. The GPU simply doesn't have the throughput for this particular rendering workload at those settings. Intel Arc GPUs have their own set of issues with this game. The DX12 implementation has some threading problems that cause frametime spikes. The Arc B580 and B570 can handle this at ultra in many scenarios but you'll want to disable hardware accelerated GPU scheduling in Windows settings and run the game in windowed borderless mode instead of fullscreen exclusive. Fullscreen exclusive mode on Arc cards with this game causes periodic stuttering that's tied to how the driver handles exclusive display ownership. The game also doesn't scale well below sixteen GB of VRAM at ultra settings. If you try to run this on something like a 4060 with 8GB, you'll get texture pop-in, stuttering as the GPU swaps textures in and out, and eventual crashes. The minimum recommendation of 8GB in the official specs is simply wrong for ultra settings. Eighteen to twenty-four GB is the realistic target.