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For a strong PvE starting point in ARC Raiders, use 80 FOV, disable motion blur and V-Sync, enable NVIDIA Reflex when available, choose your GPU maker’s upscaler at Quality or Balanced, keep View Distance High or Epic, and lower shadows, post-processing, reflections and foliage before reducing distant detail. Cap FPS at your monitor’s refresh rate or at the highest stable value your system can sustain. Treat this as a baseline: change one option at a time and judge frame-time consistency in a representative raid.

Recommended ARC Raiders PvE settings at a glance

The following profile combines GameSpot’s tested baseline with Dexerto’s visibility-focused recommendations. It is not a universal benchmark or a promise of a particular frame-rate gain; maps, drivers, patches and hardware all affect performance.

Setting Starting value Why it is used
Display mode Fullscreen, or Borderless Fullscreen if it is more stable on your PC Use the mode that delivers consistent frame times and reliable alt-tab behavior.
Resolution Native monitor resolution Preserves the clearest image before the upscaler is applied.
V-Sync Off Avoids the additional synchronization delay; use a frame cap to control tearing.
Frame-rate cap Monitor refresh rate, or a lower stable cap Consistency is more useful than a fluctuating peak FPS.
NVIDIA Reflex Low Latency On, when available Reduces the render queue when the game and GPU support it.
Upscaling DLSS on Nvidia, FSR on AMD, XeSS on Intel; Quality or Balanced first Raises performance while retaining more detail than Performance mode.
FOV 80 Provides useful peripheral context without making targets excessively small.
Motion blur Disabled Keeps camera movement and moving enemies easier to read.
Anti-aliasing Medium Controls edge shimmer without spending as much as the highest setting.
RTX Global Illumination Static or a lower ray-traced mode when GPU-limited Lighting quality is preserved without spending as much GPU time on dynamic ray tracing.
View Distance High or Epic Distant silhouettes, ARC units and teammates are gameplay information.
Shadows Low Usually a safer performance reduction than cutting view distance.
Post-Processing Low Reduces effects that can soften the image or consume GPU time.
Textures Medium to High, according to available VRAM Texture quality affects memory use more than raw shader workload.
Effects Medium Retains useful combat readability; lower it if explosions cause severe drops.
Reflections Low to Medium Provides a relatively inexpensive place to recover GPU headroom.
Foliage Low for competitive visibility Removes some small clutter that can hide players, teammates or small ARCs.
Global Illumination Resolution Low to Medium Reduces lighting cost while retaining the broad shape of the scene.

If image quality is your priority, raise lighting, textures and foliage after confirming that your frame-time graph remains stable. If visibility is your priority, keep View Distance high and make reductions elsewhere first.

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Match settings to your hardware target

Embark Studios’ official PC requirements, updated 1 October 2025, describe targets rather than guarantees for every map, raid, driver or patch.

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Target Processor Memory Graphics card examples Publisher target
Minimum Core i5-6600K or Ryzen 5 1600 12 GB RAM GTX 1050 Ti, RX 580 or Arc A380 Low settings, 1080p, 60 FPS
Recommended Core i5-9600K or Ryzen 5 3600 16 GB RAM RTX 2070, RX 5700 XT or Arc B570 High settings, 1440p, 60 FPS
Epic Core i7-9700K or Ryzen 7 3700X 16 GB RAM RTX 4070 Ti, RTX 5070 or RX 7900 XTX Epic settings with resolution scaling, 1440p, 90 FPS

These tiers indicate where to begin, not which graphics card you must buy. A system near the minimum target should prioritize a stable cap and upscaling. A system near the recommended target can usually retain High view distance and medium-quality textures while trimming costly effects. Epic-tier hardware has more room for ray-traced lighting and a higher refresh-rate cap, but should still be tested in a busy raid.

The publisher’s 1080p/60, 1440p/60 and 1440p/90 figures are useful checkpoints for choosing a preset, not promises that every location will hold those numbers. Background applications, thermal limits, memory configuration and the current game build can all change the result. If your processor is close to the minimum tier but your graphics card is much faster, a lower resolution or sharper upscaler will not remove CPU-side stalls. Conversely, a strong processor paired with a minimum-tier GPU benefits more from Quality-to-Balanced upscaling and simpler lighting.

How to tune the game without making it blurry

  1. Confirm your baseline. Select native resolution, FOV 80, motion blur disabled, V-Sync off, Reflex on when available, and a frame cap that your PC can hold. Play the same type of PvE raid for several minutes so you have a repeatable reference.
  2. Choose the correct upscaler. Start with DLSS on an Nvidia GPU, FSR on an AMD GPU or XeSS on an Intel GPU. Select Quality first; use Balanced if the native render load is still too high.
  3. Reduce expensive image effects. Set post-processing, shadows and reflections to Low. Set Global Illumination Resolution to Low or Medium and use Static RTX Global Illumination if dynamic ray tracing is the reason your GPU is saturated.
  4. Protect gameplay detail. Keep View Distance High or Epic. Keep Textures at Medium or High if your VRAM allows it. Lower foliage when clutter is hiding targets rather than immediately reducing the resolution scale.
  5. Check the result. Watch 1% lows or frame-time consistency, not only the highest number shown by an overlay. A lower but steady cap generally feels better than a cap that repeatedly swings between high and low values.
  6. Change one setting at a time. Record the previous value, test the same kind of encounter, and keep only changes that improve your actual frame-time or visibility. Recheck after game patches and graphics-driver updates.

Use a repeatable route for comparisons: the same map type, similar travel distance and a combat encounter with comparable effects. A quiet lobby can hide a problem that appears when several ARCs, explosions and destructible objects are on screen. Record average FPS and 1% lows separately. If the average rises but the 1% low remains poor, the game may still feel stuttery.

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Upscaling, resolution scaling and frame generation

DLSS, FSR and XeSS

Use the upscaler associated with your GPU vendor as the first option to test. Quality mode renders internally below native resolution and reconstructs the image; Balanced lowers the internal resolution further. Performance mode can recover more GPU headroom, but fine geometry, foliage edges and distant silhouettes are more likely to lose clarity. Move to Performance only when Quality or Balanced cannot maintain a stable base frame rate.

Compare the same distant object after each change. If a small ARC, teammate outline or branch becomes unstable while moving the camera, return to the higher-quality mode even if the counter is lower. Native output with Quality upscaling is usually a better visibility compromise than a lower output resolution combined with aggressive Performance scaling.

Upscaling cannot fix a CPU bottleneck. If the GPU is underutilized while the frame rate remains low, lowering the upscaler quality may do little. In that case, use a lower cap and reduce settings that increase scene or simulation work where the menu exposes them.

Frame generation

Frame generation inserts synthetic frames between rendered frames. It can make traversal and looting look much smoother and can produce a large displayed-FPS increase, but it may add input delay. GameSpot specifically cautions about that latency trade-off. It is easier to justify during movement or forgiving ARC encounters than during a latency-critical fight against a player or a fast target.

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Before enabling it, make sure the underlying, non-generated frame rate is already reasonably stable. A high counter built on an unstable base can still feel uneven, and generated frames do not make mouse or controller input arrive sooner. Test it with the same cap and Reflex setting, then decide based on aiming feel rather than the displayed number alone.

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Visibility settings that matter most in PvE

FOV and motion blur

FOV 80 is a practical starting point because it expands peripheral context without shrinking every target as aggressively as an extreme wide-angle setting. If the wider view feels uncomfortable or makes distant enemies too small, lower it slightly and keep the value that lets you track threats naturally. Disabling motion blur prevents camera turns and moving silhouettes from being smeared by an artificial blur pass.

View distance versus foliage

View Distance protects the silhouettes you need to identify at range, so keep it High or Epic before cutting it for a small FPS gain. Foliage is a better visibility trade when ground clutter is the problem. PC Gamer reported that Low foliage removes knee-high bushes and other small shrubbery, exposing more ground around cover. Large bushes used as hiding places remain, so this setting does not make every bush disappear. Test it on the maps you normally play because the scene will look less dense.

Low foliage is especially useful when scanning around rocks, low walls and extraction areas for small ARCs or teammates. It is not a wallhack and does not remove every object that can conceal an enemy. If the lower setting makes navigation or environmental reading worse, Medium foliage is a reasonable compromise while View Distance remains High.

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Lighting, shadows and effects

Static or lower RTX Global Illumination can preserve a coherent scene while avoiding the cost of fully dynamic ray-traced lighting. Low shadows and post-processing usually recover performance with less impact on enemy recognition than lowering view distance. Keep Effects at Medium initially; explosions and combat effects can become harder to interpret if you reduce them too far. If a particular encounter causes severe drops, lower Effects after checking the other GPU-heavy options.

Reflections and Global Illumination Resolution are useful later reductions when the GPU is saturated. They can change how polished surfaces and indirect light look without removing the distant geometry that helps you identify threats. Make the change during a raid with varied indoor and outdoor lighting, since one scene may not expose the cost of the setting.

Display mode, refresh rate and frame caps

Fullscreen and Borderless Fullscreen are both valid starting points. Fullscreen may deliver steadier frame times on one system, while Borderless can be more convenient for alt-tab and may behave better with a particular driver or desktop setup. Test each mode rather than assuming one is universally faster.

Set the cap to the monitor’s refresh rate when the system can hold it consistently. If the frame rate repeatedly falls below that value, choose a lower cap that the processor and GPU can sustain through a busy raid. A stable 60 FPS cap is preferable to an uncapped counter that alternates between 90 and 45 FPS. On a high-refresh display, use the highest cap that keeps 1% lows acceptable instead of chasing a peak number that creates uneven delivery.

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With V-Sync off, some displays may show tearing. The recommended trade-off is to keep the cap stable and judge whether tearing is less distracting than the additional synchronization delay. If tearing is unacceptable, test your display’s own variable-refresh behavior and compare latency in the same encounter.

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Competitive-visibility and cinematic-quality profiles

Priority Competitive visibility profile Cinematic-quality profile
Resolution and upscaling Native output with Quality or Balanced upscaling; Performance only if necessary Native output with Quality upscaling or no upscaler when the GPU can sustain the target
Lighting Static or lower RTX mode; Low-Medium GI Resolution Higher RTX Global Illumination and GI Resolution if frame time allows
View Distance High or Epic High or Epic
Shadows and post-processing Low Medium or higher if stable
Textures Medium-High, limited by VRAM High when VRAM permits
Foliage Low Medium or higher for a fuller scene
Reflections Low-Medium Medium or higher if desired
Frame generation Usually off for latency-sensitive fights Optional for traversal and visual smoothness

The two profiles are not contradictory. Both preserve distant-object detail; they differ mainly in how much lighting, clutter and post-processing they spend on the scene.

Diagnose the bottleneck before lowering more settings

When the GPU is the limit

  • Lower RTX Global Illumination or switch to Static.
  • Reduce Global Illumination Resolution, reflections and post-processing.
  • Move the upscaler from Quality to Balanced, then Performance only if necessary.
  • Keep an eye on VRAM before raising textures; texture streaming problems can cause hitching even when average FPS looks acceptable.

When the CPU is the limit

  • Lower the frame-rate cap to a value the processor can sustain.
  • Do not expect a sharper upscaler setting to solve a CPU-bound frame time.
  • Close unnecessary background applications and use a consistent test route so crowd, AI and encounter differences do not confuse the comparison.

When frame time is unstable

  • Prefer a lower fixed cap over an uncapped counter that oscillates.
  • Test Fullscreen and Borderless Fullscreen separately; keep whichever produces steadier delivery on your system.
  • Revisit the settings after patches, because menu behavior, drivers and performance can change.

Textures, VRAM and stutter prevention

Textures are usually a memory decision before they are a raw-FPS decision. Medium or High is appropriate when the graphics card has enough VRAM to stream them reliably. Raising textures on a card that is already close to its memory limit can produce hitching, delayed texture changes or inconsistent frame times even if the average FPS appears unchanged.

If you see stutter after increasing textures, return to the previous value before lowering every other setting. Keep View Distance high for gameplay readability, then reduce reflections, post-processing or lighting cost. Close background programs that consume system memory, and repeat the same route after changing textures so you can distinguish a real improvement from a different encounter.

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Hardware and monitor upgrade planning

When a settings adjustment is no longer enough, compare your system with Embark’s recommended or Epic tier rather than buying a specific product simply because it appears in a benchmark. A GPU in the recommended class is the relevant category for High settings at 1440p/60, while the Epic class is aimed at Epic settings with resolution scaling at 1440p/90. A 1440p high-refresh monitor is useful only if the system can sustain higher frame rates; otherwise, a stable 60 FPS target may provide the better experience.

Exact retail models and prices vary by region and time, so treat those hardware classes as planning categories. The game’s official requirements do not establish a universal upgrade cost, and no single graphics card or monitor is required for the settings above.

Common problems and fixes

The image looks soft after enabling an upscaler

Return to Quality mode, verify that the output resolution is native, and avoid stacking an unnecessarily aggressive resolution scale with Performance mode. If distant silhouettes are still unclear, raise the upscaler quality before sacrificing View Distance.

Enemies disappear in ground clutter

Set Foliage to Low and test the same area. Small knee-high vegetation may be removed, but larger bushes remain valid cover. Keep View Distance high so the change does not trade nearby clutter for missing distant silhouettes.

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FPS is high but aiming feels delayed

Disable frame generation for combat testing, keep V-Sync off, enable Reflex when available, and use a stable cap. Compare input feel with the same weapon and encounter rather than relying on the displayed FPS number.

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Changing settings barely improves FPS

Check GPU utilization. If it is not near full load, the limit may be CPU-side or caused by a specific encounter. Lower the cap, test another raid segment and avoid assuming that every slider has a measurable effect in every scene.

Performance changed after an update

Recheck the display mode, upscaler, frame-generation state and cap after a game or driver update. Menu defaults and shader behavior can change between builds. Use the same representative raid route before and after the update, and keep the profile that produces the steadier frame-time graph.

FAQ

Should I use Fullscreen or Borderless Fullscreen?

Use Fullscreen if it is stable and gives consistent frame times. Choose Borderless Fullscreen when it behaves better on your system or you frequently switch applications; there is no single mode that is fastest for every PC.

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Is 80 FOV mandatory?

No. It is a balanced starting point. Lower it if distant targets feel too small or the wider view is uncomfortable; raise it only if the extra peripheral context is worth the reduced target size and any performance cost on your hardware.

Which setting should I lower first?

For a GPU-bound system, start with post-processing, shadows, reflections and RTX lighting. For visibility, lower foliage before View Distance. Keep textures at a level your VRAM can stream reliably.

Can the official 60 or 90 FPS targets be guaranteed?

No. Embark’s minimum, recommended and Epic figures are publisher targets. Actual performance varies by map, raid activity, drivers, background load and game patch.

Should I enable frame generation in PvE?

Use it when smoother traversal matters more than minimum input latency and your base frame rate is already stable. Leave it off for engagements where the added latency is more noticeable than the smoother presentation.

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Does Low foliage remove every bush?

No. PC Gamer’s testing found that Low removes knee-high bushes and other small shrubbery, while larger bushes that can serve as hiding places remain. Treat it as a clutter reduction setting, not a way to reveal every enemy.

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Should I lower resolution before View Distance?

Try Quality or Balanced upscaling and lower-cost effects first. View Distance preserves distant gameplay information, so reduce it only after shadows, post-processing, reflections, foliage and lighting have been tested.

What if my GPU is not fully utilized?

The game may be CPU-bound or limited by a particular encounter. A more aggressive upscaler will not necessarily help. Use a lower stable cap, close background applications and compare a repeatable raid segment.

Frequently Asked Questions

What are the best ARC Raiders settings for higher FPS?

Start with native resolution, V-Sync off, Reflex on when available, Quality or Balanced vendor upscaling, FOV 80, motion blur disabled, High or Epic View Distance, and Low shadows, post-processing and reflections. Use Static RTX Global Illumination and lower Global Illumination Resolution when the GPU is the limit.

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How do I see enemies more clearly in PvE?

Keep View Distance High or Epic, disable motion blur, use FOV 80 as a starting point and set Foliage to Low if small ground clutter hides targets. Large bushes remain, so this does not remove every hiding place.

Should I use DLSS, FSR or XeSS?

Begin with DLSS on Nvidia, FSR on AMD and XeSS on Intel hardware. Start at Quality, move to Balanced if needed, and use Performance only when the base frame rate remains unstable.

Should frame generation be enabled?

It can smooth traversal and looting when the underlying frame rate is already stable, but it may add input delay. Leave it off for latency-sensitive fights if the delay is noticeable.

Which setting should I lower first without making the game blurry?

Lower post-processing, shadows, reflections and costly RTX lighting before reducing View Distance. Lower foliage when clutter is the problem, and keep textures within your VRAM limit.

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Can Embark’s 60 or 90 FPS targets be guaranteed?

No. The minimum, recommended and Epic figures are publisher targets that vary with map, raid activity, drivers, background load and game patch.

The Bottom Line

For most PvE PCs, begin at native resolution with Quality upscaling, FOV 80, motion blur and V-Sync off, Reflex on when available, a stable FPS cap, High or Epic View Distance, and Low shadows, post-processing, reflections and foliage. Reduce RTX lighting or upscaler quality only when frame-time testing shows the GPU needs more headroom.

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