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Start with shadows, foliage or ground cover, view distance, reflections, global illumination, and visual effects. These settings can affect large parts of an open-world simulation scene, so they are usually more productive first adjustments than lowering every option at once. If graphics memory is under pressure, test texture quality separately. If frame rate barely changes after reducing GPU-heavy settings, the scene may be CPU-bound and further image-quality cuts may accomplish little.

What should you lower first for more FPS?

There is no universal “low-to-high” order that works for every open-world simulation. A train route, farming map, city-management view, or vehicle sandbox can stress different parts of a PC. The practical approach is to identify the limiting component, then change one setting at a time in a repeatable scene.

As a first pass, use the game’s Balanced, Recommended, or equivalent preset. Then test the settings below in a location that consistently produces the problem: a dense station, a forest, a crowded settlement, a large traffic interchange, or a viewpoint with a long horizon. Keep the camera angle, weather, time of day, and simulation activity as similar as possible between tests.

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Setting What it changes When to test a lower value Main trade-off
Shadows Shadow resolution, filtering, detail, and sometimes the distance at which shadows are drawn GPU usage is high, especially in scenes with many buildings, vehicles, or lights Harder-edged or shorter-distance shadows
View distance or level of detail How much distant scenery is rendered and at what detail level The horizon or broad map view causes a performance drop More distant simplification and possible pop-in
Foliage or ground cover Vegetation amount, geometric detail, and visible range Forests, fields, parks, or rural routes are the demanding locations Less vegetation and more obvious transitions
Reflections Reflected scenery on water, glass, wet roads, and polished surfaces GPU load is high in scenes containing extensive reflective materials Less accurate or lower-resolution reflections
Global illumination Indirect light bouncing between surfaces Indoor-outdoor transitions or heavily lit scenes are expensive Flatter lighting and less convincing bounced light
Visual effects and post-processing Effects such as smoke, particles, bloom, and other title-specific processing Explosions, weather, traffic effects, or dense activity trigger slowdowns Reduced atmospheric or effect detail
Texture quality Surface detail stored and sampled from texture memory The game reports VRAM pressure, stutters, or texture streaming problems Blurrier surfaces; often little average-FPS change when memory is sufficient
Upscaling The internal render resolution and reconstruction method You need more performance after ordinary quality adjustments Potential softness, shimmering, or reconstruction artifacts

The table describes common behavior, not a benchmark. A setting’s cost depends on the engine, patch, graphics card, resolution, and what is visible in the current scene.

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How each setting changes an open-world simulation

Shadows: a visible GPU lever

Shadows are often easy to notice because they define contact with the ground and give buildings, vehicles, and vegetation depth. Higher levels can increase shadow detail, filtering quality, and the distance over which shadows remain visible. Official guidance from Obsidian and Dovetail identifies shadows as a useful setting to lower when diagnosing performance, but neither source establishes one ideal level for every game.

Compare a nearby object rather than only the sky or ground. If Medium preserves acceptable contact shadows while eliminating a large GPU spike, it may be a better compromise than High or Ultra. In a simulation with long sight lines, check distant structures as well: some games reduce shadow distance at the same time as shadow resolution, while others expose those controls separately.

View distance and level of detail: preserve it when the world must read at a glance

View-distance and level-of-detail controls determine how much distant scenery remains visible and when the engine replaces detailed models with simpler ones. Halo Support explains that higher settings retain detail farther from the camera and reduce visible pop-in. That matters in an open-world simulation because distant landmarks, trackside objects, roads, and terrain often provide navigation cues.

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Lowering this option can help when a broad panorama is the bottleneck, but inspect the transition while moving. If trees, buildings, or terrain elements appear suddenly as the camera advances, the performance gain may not justify the loss of world readability. A modest reduction is usually easier to tolerate than the lowest available value.

Foliage and ground cover: test where vegetation is dense

Foliage settings control more than the number of trees. Depending on the title, they can affect grass, shrubs, undergrowth, billboard distance, mesh detail, and the range at which vegetation is drawn. Dovetail’s Train Sim World guidance notes that Epic foliage reduces level-of-detail pop-in but carries a performance cost.

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Do not judge foliage in a station or city center if your problem occurs in fields or forests. Use a dense outdoor location and look for both frame-time improvement and distracting gaps in the ground cover. If the game separates foliage density from foliage distance, reduce density first when you want to keep the horizon populated.

Reflections and global illumination: expensive lighting features

Reflections can require the engine to render or approximate parts of the scene again. The impact is greatest around water, windows, wet surfaces, and glossy materials. Global illumination calculates light that bounces from one surface to another, affecting the apparent brightness and color of interiors and shaded areas. Obsidian lists both options among candidates for reduction when performance is poor.

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These settings are worth testing after you have identified a GPU limit. Compare the same reflective or strongly lit location at two adjacent levels. A lower setting may be difficult to notice during ordinary driving but obvious in a showcase view, so choose based on how you actually play.

Visual effects and post-processing: check what the label includes

“Effects” can be a catch-all menu item. In one game it may cover particles and explosions; in another it may include bloom, depth of field, motion blur, volumetric fog, or several post-processing passes. Official FAQs and manuals from different publishers group these features differently, so read the game’s description before assuming what will change.

Lower effects when slowdowns coincide with smoke, weather, crowds, traffic incidents, or other bursts of activity. If the menu offers separate controls for motion blur or depth of field, those are primarily presentation choices; changing them may not produce the same gain as reducing a volumetric or particle-heavy option.

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Textures: a memory decision, not an automatic FPS setting

Texture quality determines the resolution and detail of surface images, but its performance effect depends heavily on available graphics memory. Obsidian suggests testing lower textures on older cards or cards with less than 12 GB of memory. That is game-specific troubleshooting guidance, not a universal hardware rule. Hogwarts Legacy’s official FAQ likewise notes that settings can affect VRAM usage.

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If VRAM is adequate, lowering textures may make surfaces look worse without materially improving average frame rate. If memory is exhausted, however, the symptoms can include stutter, delayed texture loading, or sudden drops as the game streams assets. Test textures separately from geometry and lighting options so you can tell whether memory pressure, rather than shader workload, is the problem.

Why lowering graphics sometimes does not improve performance

The scene may be CPU-bound

Open-world simulations run more than graphics: they update agents, traffic, economic systems, physics, schedules, pathfinding, and world streaming. A busy hub or settlement can therefore reach a processor limit while the graphics card still has unused capacity. In that case, lowering shadows or textures reduces visual work but does not remove the simulation workload that controls the frame time.

Dovetail’s Train Sim World guide provides a clear title-specific example. Its optimized mix improved performance by around 11% compared with Ultra in GPU-bound scenes, while settings had little impact in a CPU-bound busy hub. Treat that figure as applying to the guide’s game, hardware requirements, scene conditions, and comparison—not as a promise for another simulation.

Use diagnostics before sacrificing image quality

If the game provides a frame-time graph, hardware overlay, or CPU/GPU utilization readout, watch it while reproducing the slowdown. A GPU that remains near full utilization while the CPU has headroom points toward graphics settings. A main-thread or simulation-thread limit, low GPU utilization, or a frame rate that barely changes across several GPU options points toward a CPU-bound scene.

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When the processor is limiting performance, look for in-game controls for simulation rate, crowd or traffic density, draw distance tied to simulation objects, background activity, or frame-rate caps. Only use such controls when the title documents them; do not assume a graphics slider controls simulation complexity.

Other reasons the frame rate can stay flat

  • A frame-rate cap or synchronization setting: V-sync, a driver cap, or an in-game limiter can hide a gain until the cap is raised or removed for testing.
  • The wrong test location: A forest may stress foliage while a station stresses characters, lighting, and simulation. Test the location that actually produces the drop.
  • Streaming or shader compilation: One-time hitching can occur while assets or shaders are prepared. Repeat the route after the initial pass before judging a setting.
  • A setting with little cost in that scene: Reflections may not matter when no reflective surface is visible, and foliage may not matter on a paved urban block.
  • CPU or system memory pressure: Lowering image quality cannot fix a processor, system-memory, or storage bottleneck.

A repeatable graphics-tuning procedure

  1. Record the baseline. Note the game version, display resolution, refresh rate, current preset, upscaling mode, and hardware. Record the frame rate or frame-time range in the chosen scene.
  2. Choose a representative stress test. Use the same camera position or route and reproduce the same traffic, weather, time of day, and activity as closely as the game allows.
  3. Check whether the limit is graphical. Use the game’s diagnostics or an overlay if available. Do not assume that a low frame rate means the GPU is responsible.
  4. Change one option. Start with the setting most related to the observed workload: shadows, foliage, view distance, reflections, global illumination, or effects for a GPU-heavy scene.
  5. Repeat the exact test. Give the game enough time to stream the area, then compare both frame time and image changes. Keep a short record so you do not confuse two simultaneous changes.
  6. Test textures separately when memory is suspect. Look for stutter, texture pop-in, or a VRAM warning rather than relying only on average FPS.
  7. Try upscaling after ordinary settings. Compare supported quality modes at the same output resolution. Judge clarity, shimmering, and stability in motion as well as the frame rate.
  8. Stop when the trade-off turns negative. If a lower setting produces distracting pop-in or softness for only a negligible gain, restore the previous value and test another control.

This method is more reliable than applying a random “all Low” preset because it connects each compromise to the bottleneck you are actually experiencing.

How upscaling changes the resolution trade-off

Upscaling renders the game internally at a lower resolution and reconstructs the image for your display. Dovetail describes its quality modes as controls for internal resolution when upscaling is enabled. A Quality mode generally preserves more detail than a Performance mode, but the exact internal resolutions and reconstruction behavior vary by game and implementation.

Use the mode names as relative choices, not guarantees of a fixed percentage gain. Inspect thin lines, distant foliage, signs, rails, and moving objects for shimmer or softness. A mode that looks excellent in a static screenshot may break up during camera movement. If the game offers a sharpening control, change it cautiously: excessive sharpening can make aliasing more conspicuous rather than restoring lost detail.

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A documented Train Sim World example

Dovetail’s Train Sim World Graphical Settings Guide recommends an optimized mix for PCs that meet or exceed the game’s recommended requirements. The documented combination includes High foliage, Medium shadows, Ultra textures, and Quality-mode upscaling. In the guide’s GPU-bound scenes, that mix delivered around an 11% performance increase compared with Ultra.

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The example is useful because it demonstrates a decision pattern: retain texture detail when memory allows, lower selected geometry and shadow costs, and use a quality-focused upscaler. It is not a universal preset. The same guide reports little impact from graphics settings in CPU-bound scenes such as a busy hub, so applying the mix elsewhere may produce a different result.

Choosing between two settings: a practical decision framework

When two options offer similar frame-rate gains, compare them on five axes:

  • Where the visual change appears: nearby objects, the horizon, lighting, or moving effects.
  • Cost in the target scene: a forest, station, city, or reflective waterfront can produce different results.
  • Type of bottleneck: GPU-bound scenes respond more readily to render-quality changes than CPU-bound simulations.
  • Graphics-memory demand: textures and asset streaming deserve separate attention from shader-heavy lighting.
  • Acceptability of artifacts: decide how much pop-in, blur, shimmering, or flatter lighting you are willing to see.

For example, preserve view distance if distant signals or landmarks are essential to play, but reduce reflections if glossy surfaces are mostly cosmetic. Preserve textures when VRAM is comfortable and use a moderate shadow reduction if nearby contact detail remains convincing. The best setting is the one that removes the bottleneck with the least important visual loss.

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Common mistakes to avoid

  • Changing several controls at once: you lose the ability to identify which setting helped.
  • Assuming Ultra is always the reference you need: a well-chosen optimized mix can look similar while avoiding expensive features.
  • Lowering textures first on every PC: this can waste visual quality when the real problem is shadows, foliage, or CPU simulation.
  • Ignoring pop-in: a higher view-distance or foliage setting may be worth its cost in a navigation-heavy simulation.
  • Turning down everything after a CPU-bound diagnosis: image quality can deteriorate without changing the limiting frame time.
  • Generalizing a single game’s benchmark: the documented 11% Train Sim World result cannot predict another title’s gain.

What to remember

Begin with the settings that affect the largest visible workload: shadows, foliage, view distance, reflections, global illumination, and effects. Treat textures as a VRAM investigation, not an automatic FPS lever. Use upscaling as a controlled internal-resolution choice, and verify the result in the scene where you actually play. Most importantly, check for a CPU limit before progressively degrading the image. Open-world simulations vary too much for one preset to be universally correct, but a measured, one-change-at-a-time process consistently produces a better result than guessing.

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