Alan Wake 2 was the first shipped title to feature full path tracing integrated into the lighting system at launch — not added post-release, but architected that way from day one in Remedy’s Northlight engine. The practical result is that the game has no “ray tracing off” switch in its main quality presets; it escalates from basic ray-traced direct lighting at the Low preset to three-bounce global illumination at High, where every surface that receives photons treats itself as a new light source. That’s beautiful and computationally brutal: an RTX 4090 drops to 32 fps at native 4K with the High preset active. An RTX 4070 hits 28 fps at 1440p under the same conditions. DLSS isn’t a convenience here — it’s the reason the game is playable at path tracing quality on current hardware. This guide routes your GPU to the correct preset, covers the Post-Processing Quality trick that adds 10–15 fps with no visible quality loss when using upscaling, and explains what path tracing is actually doing so you can make informed trade-offs.
Quick Start: 5 Settings That Move the Needle
- Set Post-Processing Quality to Low if using DLSS or FSR — High renders depth of field at the final output resolution rather than the internal render resolution, creating a significant hidden performance tax with virtually no perceptible visual difference during gameplay
- Enable DLSS Ray Reconstruction whenever any Ray Tracing preset is active — replaces five separate hand-tuned denoisers with one AI model that runs ~14% faster and eliminates temporal shimmer on dynamic lights like Alan’s flashlight
- Match your Ray Tracing Preset to your GPU tier — RT Low for RTX 3070/RX 6800 XT, RT Medium for RTX 4070 at 1440p, RT High only with RTX 4080+ and DLSS enabled
- Enable DLSS or FSR at Quality mode minimum — both upscalers are mandatory for playable framerates at RT Low and above on any resolution above 1080p
- Set Shadow Resolution to Low and Volumetric Lighting to Medium — these two settings recover 10–12 fps with minimal visual regression at typical gameplay viewing distances
System Requirements: Hardware per Performance Target
| Tier | GPU | CPU | RAM | Target |
|---|---|---|---|---|
| Minimum | GTX 1070 / RX 5600 XT | i5-7600K / Ryzen 5 3600 | 16 GB | 1080p 30fps Low |
| Recommended | RTX 3070 / RX 6700 XT | i7-10700K / Ryzen 7 3700X | 16 GB | 1080p 60fps Medium |
| Ultra | RTX 4070 / RX 7800 XT | i7-10700K / Ryzen 7 3700X | 16 GB | 4K 60fps High (upscaling on) |
| RT Low (1080p/30fps) | RTX 3070 / RX 6800 XT | i7-10700K / Ryzen 7 3700X | 16 GB | 1080p 30fps ray tracing |
| RT High / Path Tracing | RTX 4080 or better | i7-10700K / Ryzen 7 3700X | 16 GB | 4K 60fps RT High + DLSS 3.5 |
Storage: 90 GB SSD required — not recommended. An SSD is a hard dependency. The game’s asset streaming is built around SSD seek times; HDD installs produce persistent micro-stutters during scene transitions that no in-game setting can address.
Path Tracing Presets Explained: What’s Actually Happening
Alan Wake 2 was the first major title to ship with a path-traced lighting pipeline as the default renderer, making it worth understanding the mechanism before adjusting the settings. The three Ray Tracing presets are not incremental ray tracing upgrades — they represent fundamentally different rendering approaches, which explains why FPS differences between presets are more dramatic than changing any other setting in the game.
RT Low activates ray-traced direct lighting and reflections. The GPU traces rays from light sources to determine which surfaces are in shadow and calculates accurate reflections on reflective surfaces. This is contemporary ray tracing — comparable to what RTX-enabled games like Control or Cyberpunk 2077 implement at their standard RT settings.
RT Medium adds one-bounce diffuse global illumination. After a primary ray from a light source strikes a surface, a secondary ray is traced to calculate how that surface illuminates nearby objects. A neon sign now bounces pink light onto the concrete below it; Alan’s flashlight beam reflects white-tinted light back onto his jacket. Each secondary bounce requires additional ray calculations per frame, roughly doubling GPU cost compared to RT Low.
RT High (Full Path Tracing) extends to three diffuse light bounces per ray. Every surface receiving photons treats itself as a new emissive source and re-emits them through three generations of light transport. Muzzle flashes dynamically illuminate surrounding geometry through three sequential bounce calculations. The rendering technique is identical to offline film rendering pipelines — the technical achievement is doing this in real time at 30–60 fps. Without upscaling, the RTX 4090 produces 32 fps at 4K under this preset. DLSS 3.5 is what converts that baseline into a playable experience.
Why DLSS Ray Reconstruction exists for this game: path tracers produce noisy output by design. Tracing a limited number of rays per pixel introduces statistical variance that manifests as shimmering and grain on dynamic lights. Traditional denoisers address this per-effect — one denoiser for shadows, one for reflections, one for global illumination — and cross-contamination artifacts occur where their regions overlap. DLSS Ray Reconstruction replaces the entire denoiser stack with a single AI model trained on high-sample-count reference renders. It runs approximately 14% faster than the collection of individual denoisers it replaces and eliminates the temporal lag visible on moving light sources like Alan’s flashlight under standard denoisers.
DLSS Frame Generation (RTX 40 series only) inserts AI-generated frames between rendered frames, multiplying frame output by up to 4.5× at 4K with path tracing active. At RT High + 4K, this is the mechanism that moves an RTX 4090 from 32 fps to 130+ fps. Frame Generation introduces additional input latency because inserted frames are generated rather than rendered — enable NVIDIA Reflex alongside it to mitigate the latency addition.

Graphics Settings: FPS Impact Reference
These recommendations apply to rasterization and RT Low play. At RT Medium and High, the Ray Tracing Preset itself accounts for the majority of GPU cost; the settings below are secondary tuning after your preset is chosen. At all ray tracing levels, keep Global Reflections and SSR on Low — the ray tracer supersedes them, so running them at High adds cost for no visible output.
| Setting | Recommended | FPS Impact | Notes |
|---|---|---|---|
| Ray Tracing Preset | Match GPU tier (see table above) | Highest — dominates all other settings | RT High: RTX 4080+ with DLSS mandatory; RT Medium: RTX 4070 at 1440p; RT Low: RTX 3070 / RX 6800 XT |
| Post-Processing Quality | Low (with DLSS/FSR active); High (native res only) | 10–15 fps gain when switching High→Low with upscaling | High renders DoF at output resolution; Low renders at internal resolution. No visible difference during gameplay |
| Shadow Resolution | Low | 5–8 fps | Path-traced lighting at Medium/High preset supersedes shadow maps; Low resolution less visible with RT active |
| Shadow Filtering | Medium | Low | Controls shadow edge softness; Medium is the sweet spot between cost and quality |
| Volumetric Lighting | Medium | 4–6 fps | Key visual setting — lighting atmosphere is central to AW2. Don’t drop below Medium |
| Global Illumination Quality | Medium | Moderate | Relevant for rasterization only; redundant if RT Medium or High preset is active |
| Global Reflections / SSR | Low | Moderate | Ray tracer replaces these at any RT preset; running at High wastes GPU cycles on redundant calculations |
| Texture Resolution | High | Minimal (≥ 8 GB VRAM) | AW2’s environments are texture-dense; drop to Medium only if VRAM limited below 8 GB |
| Fog Quality | Medium | Small | Atmospheric fog defines AW2’s visual identity; keep at Medium minimum |
| LOD / Terrain Quality | Medium | Small–moderate | Dense woodland environments make geometry pop-in visible at Low; stay at Medium |
| Motion Blur | Personal preference | Minimal | Compensates visually for sub-60fps play; disable if you prefer sharp motion |
| V-Sync / Frame Cap | On, or cap to monitor refresh | — | Uncapped frames above display refresh rate waste GPU cycles with no visible benefit |
Display Settings and Upscaling
Alan Wake 2 supports DLSS Super Resolution, DLSS Frame Generation, DLSS Ray Reconstruction, FSR 2, and XeSS. The choice of upscaler carries more weight in AW2 than in most titles because Ray Reconstruction is DLSS-exclusive — AMD and Intel GPU users miss the AI denoiser that was co-developed specifically for AW2’s path tracing system.
DLSS (NVIDIA RTX only): Use Quality mode at 1440p and Balanced at 4K with any RT preset active. Enable Ray Reconstruction whenever ray tracing is on — it improves image quality and runs faster than the denoiser stack it replaces. Enable Frame Generation on RTX 40 series and keep NVIDIA Reflex active to offset the latency addition. For a full breakdown of DLSS vs FSR vs XeSS image quality trade-offs across multiple games, our DLSS vs FSR vs XeSS 2026 comparison covers the technical differences in detail.
FSR 2 (AMD and any GPU): FSR 2 is a temporal upscaler and a meaningful improvement over FSR 1. Quality mode at 1440p produces acceptable results. The practical limitation is the absence of Ray Reconstruction: AMD players running RT Medium or High see more temporal noise on dynamic lighting than DLSS users at identical settings, because the standard denoisers are less aggressive than the AI replacement. Use Quality mode minimum; Performance mode at RT settings produces noticeable resolution loss on AW2’s detailed environments.
Display mode: Use Exclusive Fullscreen for the lowest input latency — Borderless Window adds desktop compositor overhead that creates frame-time inconsistency. Run at your native monitor resolution and let the upscaler handle the internal render resolution independently.
Three Hardware Profiles
| Profile | GPU Range | Key Settings | Expected FPS |
|---|---|---|---|
| Performance (Rasterization) | GTX 1070 – RTX 3060 / RX 5600 XT – RX 6600 XT | RT Preset: Low; Shadow Res: Low; Volumetric: Medium; Post-Processing: Low; DLSS/FSR Quality | 60–90 fps at 1080p |
| Balanced (RT Low/Medium) | RTX 3070 – RTX 4070 / RX 6800 XT – RX 7800 XT | RT Preset: Low or Medium; Shadow Res: Low; Post-Processing: Low; DLSS Quality + Ray Reconstruction (NVIDIA) or FSR Quality (AMD) | 60–90 fps at 1440p |
| Path Tracing (RT High) | RTX 4070 Ti – RTX 4090 | RT Preset: High; Post-Processing: Low; DLSS Balanced + Ray Reconstruction + Frame Generation (RTX 40 series only) | 60–130+ fps at 1440p–4K |
System-Level Tweaks
These address the platform layer that in-game settings cannot reach. The full system optimization stack is in our PC FPS optimization hub. The AW2-specific additions:
- Hardware-Accelerated GPU Scheduling (HAGS): Enable — reduces CPU overhead in the display driver stack and measurably improves 1% lows in AW2’s dense lighting scenarios
- Windows Power Plan: High Performance with GPU Power Management set to Prefer Maximum Performance — prevents CPU and GPU frequency scaling under sustained path tracing load
- Resizable BAR: Enable in BIOS — supported on Intel 10th gen+, AMD Zen 3+, RTX 3000+, RX 6000+ combinations; gives the CPU full VRAM bandwidth for texture streaming
- NVIDIA Shader Cache: increase to 10–100 GB — AW2’s path-traced shader library is large; the default cache size causes mid-session recompilation stutters during the first hours of play. Adjust in NVIDIA Control Panel → 3D Settings → Shader Cache Size. Full NVIDIA driver configuration: NVIDIA Control Panel guide
For a plain-language explanation of what each of AW2’s graphics terms means before applying these profiles, our PC graphics settings explained guide covers every option from texture filtering to global illumination.
FAQ
Can AMD GPUs enable path tracing in Alan Wake 2?
Yes — the RT Low preset runs on RDNA 2 (RX 6000 series) and above; RDNA 3 (RX 7000 series) handles RT Low and RT Medium at playable framerates with FSR 2 enabled. The limitation is DLSS Ray Reconstruction, which requires an NVIDIA RTX GPU. AMD players using RT presets run the standard denoiser stack rather than the AI replacement, producing more temporal shimmer on dynamic lights — particularly Alan’s flashlight and enemy muzzle flashes — compared to DLSS users at the same Ray Tracing Preset.
Why is Alan Wake 2 so much more demanding than other ray-traced games?
Most games implement ray tracing as supplementary effects layered on top of rasterization — ray-traced shadows and reflections while pre-baked GI handles ambient lighting. Alan Wake 2’s path tracing at Medium and High replaces the core lighting pipeline entirely. Every light bounce is calculated per frame rather than approximated from pre-baked data, which is computationally several orders of magnitude more expensive than supplementary RT. Hardware that handles other ray-traced games at 60+ fps comfortably will drop to 28–32 fps at native resolution in AW2 — not because the hardware is inadequate, but because the rendering problem is genuinely different.
DLSS Quality or Balanced at 1440p with RT High?
Quality mode for most setups. At 1440p, DLSS Quality renders internally at approximately 960p and upscales — enough detail to preserve AW2’s environmental texture work and path-traced lighting gradients. Balanced mode renders at ~853p internally, producing a softer image that becomes visible on fine detail in woodland and interior scenes. Drop to Balanced only if you remain GPU-bound after applying the optimizations in this guide. With Frame Generation active on RTX 40 series, Quality mode is usually sufficient without dropping to Balanced since frame output is already multiplied at the DLSS Quality baseline.
Sources
- PCGamesN. Best Alan Wake 2 settings for max fps and performance. PC Games N
- PCGamesN. Alan Wake 2 system requirements. PC Games N
- NVIDIA. Alan Wake 2 Out Now With Full Ray Tracing and DLSS 3.5. NVIDIA GeForce News
- DSO Gaming. Alan Wake 2 DLSS 3.5, Ray Tracing and Path Tracing Benchmarks. DSO Gaming
- GameRevolution. Alan Wake 2 Best PC Settings for More FPS and Fix Stuttering. GameRevolution
