Shadows cost you more frames than any other slider in The Blood of Dawnwalker, and Reflections is the second-biggest hit — not Lumen, not Nanite, and not the vampire-vision post-processing everyone assumes is expensive. Rebel Wolves’ Unreal Engine 5 build is demanding enough that even an RTX 5080 can’t hold 60 fps natively at 1080p Ultra, so the settings you tune matter more here than in almost any other 2026 release since the game launched on September 3, 2026 [8].
Verified on the day-one build (patch as of September 21, 2026). Rebel Wolves has already shipped one significant change — an experimental Frame Generation mode added just before launch — so if you’re reading this months later, sanity-check the DLSS/FSR section against your own driver and game version before trusting the exact numbers.
Quick Start: The 5-Minute Settings Fix
If you only change five things, change these. This is the fastest path from a stuttering 40s average to a stable 55-65 fps on a mid-range card, based on the exact deltas Rebel Wolves’ own recommended-spec testing produced on an RTX 4060 [1].
- Shadow Quality → Medium or Low. The single biggest FPS recovery in the game — worth 12+ fps on its own once Foliage and Detail are also turned down.
- Reflections → Medium. Ultra reflections recalculate every wet surface and puddle in real time; Medium keeps the look without the recalculation cost, especially during rain.
- Volumetrics → Medium. Fog and god-rays are cheap to look at and expensive to render. This is a near-free recovery.
- Foliage and Detail Quality → Medium. Dense forest zones are where frame time spikes hardest; these two settings drive how much of that foliage casts shadows and holds detail at range.
- Set your upscaler, then decide on Frame Gen last. DLSS on Nvidia, FSR on AMD, both in Balanced mode at 1440p — then only add Frame Generation if your base rate is already 45+ fps (more on why below).
- Watch your VRAM budget on 8GB cards. Both the RTX 3070 and RTX 4060 ship with 8GB, and Texture Quality is one of the only settings in this game that costs stuttering rather than raw frame rate if you overshoot it — keep Textures at Medium on 8GB cards regardless of what your GPU can otherwise push [2].
Which UE5 Settings Actually Cost You FPS
Shadows are the most expensive slider in the game because of how Unreal Engine 5 handles Dawnwalker’s forest-heavy open world: the engine casts dynamic shadows from every branch and leaf cluster in view, and shadow quality controls both the resolution of that shadow map and how far it draws before falling back to a cheaper approximation. Rebel Wolves’ own testing showed dropping Shadow Quality from Medium to Low was the single largest isolated gain in a four-setting pass, and Game Rant’s separate settings breakdown independently calls Shadows “the heaviest performance hitter on mid-range systems” [2].
Reflections are the second-biggest cost, and the mechanism is different: Ultra reflections trace real-time surface reflections rather than relying on cheaper screen-space approximations, which is why the setting spikes hardest specifically during rain, when far more of the environment becomes a reflective surface at once [2]. Lighting quality (the slider, not Lumen itself — Lumen can’t be disabled, since it drives the entire day/night transition mechanic) and Volumetrics round out the list, with Post-Processing and Texture quality being effectively free once you have enough VRAM to hold the texture pool [2].
| Setting | FPS Impact | Recommended | Why |
|---|---|---|---|
| Shadow Quality | Highest | Medium (Low if still under 60) | Dynamic per-leaf shadow casting across dense forest zones |
| Reflections | High | Medium | Real-time surface reflections, worst during rain |
| Volumetrics | Medium | Medium | Fog/god-ray density, cheap visually to reduce |
| Foliage Quality | Medium | Medium | Draw distance and density of forest geometry |
| Detail Quality | Medium | Medium | Background object density, worst in crowded towns |
| Lighting Quality | Low-Medium | High | Lumen slider, not the Lumen toggle itself |
| Post-Processing | Negligible | Ultra | No measurable performance cost |
The one-line takeaway: Shadows and Reflections alone account for most of the recoverable FPS in this game — if you only tune two sliders, tune those two first.

Why Even High-End Cards Struggle: Nanite and Lumen, Explained
The reason a $1,000-class card like the RTX 5080 can’t hold native 60 fps at 1080p Ultra comes down to two Unreal Engine 5 systems working simultaneously across an open world, not one bad setting. Nanite handles the game’s geometry — every branch, root, and stone texture in Dawnwalker’s forests is rendered at a much higher polygon density than earlier engines could manage, because Nanite streams in only the detail visible at your current distance rather than loading simplified LOD models. That’s why Foliage and Detail Quality matter so much: they control how aggressively that streaming budget gets spent. Lumen, meanwhile, is doing full real-time global illumination for the day/night vampire mechanic — light has to bounce and recalculate constantly so that Coen’s transformation actually changes how the world looks and reads, not just a lighting-color filter slapped over the same scene. That’s a genuinely expensive, unavoidable cost baked into the core premise of the game, which is why Lighting Quality (the slider, not Lumen itself) still costs frames even on High-end hardware, and why no combination of settings gets you a “cheap” version of Dawnwalker’s signature look.
Best Settings by GPU Tier: RTX 3070 vs RTX 4070 vs RTX 5080
None of these three cards natively holds 60 fps at their “obvious” resolution and Ultra settings — that’s true even of the RTX 5080, which manages just 36 fps at native 4K Ultra [4]. It’s also true one tier down: an RTX 4070 Ti, one step above the RTX 4070 in this table, still only averages 56 fps at native 1080p Ultra [3]. Upscaling isn’t optional in this game; it’s the baseline assumption every target below is built around.
| GPU | 1080p Target | 1440p Target | 4K Target | Priority Setting |
|---|---|---|---|---|
| RTX 3070 (8GB) | ~60-70 fps, High + DLSS Balanced | ~48-58 fps, Medium + DLSS Balanced | Not recommended | Shadows to Low first — no Frame Gen available |
| RTX 4070 (12GB) | 48 fps native Ultra [5] / 70-85 fps with DLSS Balanced | 60-80 fps, High + DLSS Balanced + Frame Gen [5] | Playable only with DLSS Performance + Frame Gen | Frame Gen once base fps clears 45 |
| RTX 5080 (16GB) | 73 fps native Ultra [5] | Ultra + DLSS Quality, 80-100+ fps | 36 fps native [4] / 90-110 fps with DLSS Quality + Frame Gen [5] | Native 4K only with DLSS assist |

On the RTX 3070 numbers: these are an estimate, not a direct benchmark. No fetchable, directly-verified Dawnwalker benchmark for the RTX 3070 exists as of this writing — only unverifiable YouTube test videos turned up in research. Instead, this estimate cross-references two things we can verify: Rebel Wolves’ own RTX 4060 test data at 1440p High with DLSS Balanced (50 fps average, rising to 62 fps once Shadow/Foliage/Detail are tuned down) [1], and the RTX 3070’s measured performance relative to the RTX 4060 in comparably demanding open-world titles — in The Witcher 3, the closest genre analog, the 3070 runs 17-23% ahead of the 4060 at every tested resolution [7]. Applying that same margin to Dawnwalker’s real RTX 4060 numbers is where the ~48-58 fps 1440p estimate above comes from. Treat it as a solid planning number, not a guarantee — verify against your own run once you’re in-game.
DLSS vs FSR vs Frame Generation: Which Should You Use?
Use DLSS if you have any RTX card, FSR if you’re on AMD or Intel, and pick Balanced mode at 1440p on mid-range hardware — Quality mode is barely distinguishable in motion but costs meaningfully more frames, and dropping all the way to Performance mode (an internal render closer to 720p at 1440p output) only nets about 6 extra fps over Balanced, which isn’t worth the softness [1].
Frame Generation is the newest variable: Rebel Wolves added an experimental 2x Frame Gen mode covering both DLSS and FSR implementations right before launch. On an RTX 4060, enabling it took a 50 fps DLSS-Balanced baseline to 73 fps displayed, for about 4ms of added input latency [1]. That’s a real, usable trade for a controller-friendly RPG like this one — but the frames it adds are interpolated, not rendered, so treat the “73 fps” as smoothness, not responsiveness. If your native frame rate is already 60+, leave Frame Gen off; the added latency buys you nothing and you’ll notice the interpolation artifacts around foliage and fast camera pans more than you’ll appreciate the extra polish [1].
The RTX 3070 Problem: No DLSS Frame Generation
If you’re running an RTX 3070, the Frame Generation section above doesn’t fully apply to you, and most settings guides don’t call this out. DLSS Frame Generation requires the fourth-generation Tensor Cores and Optical Flow Accelerator built into the RTX 40-series (Ada Lovelace) architecture — Nvidia’s own documentation is explicit that DLSS 3 Frame Generation is an RTX 40-series feature, while RTX 30-series cards keep DLSS Super Resolution (the upscaling half) but not the frame-interpolation half [6]. Since Dawnwalker’s Frame Generation mode also has an FSR implementation, RTX 3070 owners aren’t locked out of frame interpolation entirely — FSR’s version is hardware-agnostic and runs on any GPU, including Nvidia’s older cards — but you’ll want to go in expecting to use FSR Frame Gen rather than the DLSS toggle, and confirm in the settings menu which upscaler your Frame Gen option is actually paired with before assuming it’s using DLSS.
Settings by Player Type
The same settings menu should look different depending on what you’re optimizing for. If you’re chasing raw competitive-feeling responsiveness versus just wanting the game to look as good as possible on a big-screen TV, “the right settings” aren’t the same list.
| Player Type | Priority | Frame Gen | Avoid |
|---|---|---|---|
| New player | Stability over fidelity — use the in-game recommended preset, then only touch Shadows if it stutters | Leave off until you’ve felt the base performance | Manually tuning ten sliders before you’ve played an hour |
| Casual player | Apply the Quick Start five-setting pass, DLSS/FSR Balanced, done | On, if native fps is under 55 | Chasing Ultra on settings with negligible visual return (Post-Processing is already free at Ultra) |
| Hardcore/optimizer | Shadows and Reflections to Low, Foliage/Detail to Medium, DLSS Quality over Balanced for image clarity in combat | Off if native is 60+; the latency cost isn’t worth it for a game with parryable combat | Leaving Reflections on Ultra “for the puddles” — it’s the second-most expensive setting in the game |
| Completionist | Detail Quality High or Ultra for dense-town scenes where hidden collectibles blend into background objects | On for exploration segments, off before boss/combat encounters | Running a single profile for both open-world exploration and combat — the two have different bottlenecks |
The Exact Profile to Use for Each Tier
These are starting points, not gospel — but they’re the profiles that got each tier closest to a stable frame rate in testing, and they work well together as a set rather than needing further mixing.
- RTX 3070 at 1440p: Shadow Low, Reflections Medium, Volumetrics Medium, Foliage/Detail Medium, Lighting High, Post-Processing Ultra, DLSS Balanced. No Frame Gen from DLSS — try the FSR-based Frame Gen toggle if the base rate holds above 45 fps.
- RTX 4070 at 1440p: Same as above but Foliage can stay High and Reflections can go to High if you’re consistently over 70 fps; add DLSS Frame Gen once your base is 50+.
- RTX 5080 at 4K: Shadow High (not Ultra), Foliage High, Volumetrics Medium, everything else maxed; DLSS Quality plus Frame Gen is the only realistic path to a smooth 4K experience, since native 4K Ultra sits at 36 fps even on this card [4].
When to Leave Frame Generation Off
Skip Frame Gen entirely if your native frame rate is already comfortably above 60, if you’re fighting the game’s harder multi-enemy encounters (a punishing night fight still averaged only 53 fps in testing even with settings pared back, and added latency is the last thing you want there) [1], or if you’re sensitive to interpolation ghosting around foliage edges — all three sources in this research independently flagged foliage and fast camera pans as where the artifacting is most visible, regardless of whether you’re on DLSS or FSR.
Frequently Asked Questions
Is Blood of Dawnwalker more CPU-bound or GPU-bound?
GPU-bound in open areas and noticeably more CPU-sensitive in dense towns, where NPC density and Detail Quality drive frame-time spikes independent of your graphics card — that’s why Detail Quality gets its own line in the settings-impact table above instead of being lumped in with Foliage.
Does dropping Reflections to Medium ruin the vampire night-vision look?
No. Reflections controls environmental surface reflections (water, wet stone, glass), not the Lumen-driven lighting shift that defines Coen’s vampire transformation — that’s tied to the Lighting Quality slider and the Lumen system itself, which stays on regardless of your Reflections setting.
Should I use DLSS Quality or Balanced at 1440p?
Balanced, unless you’re specifically chasing image clarity for a screenshot or a slow exploration session. The jump from Balanced to Quality costs more frames than it’s worth in motion, while the drop from Balanced to Performance barely gains anything — Balanced is the actual sweet spot, not a compromise.
Can an RTX 3070 realistically run this game at 60 fps?
At 1080p with the Quick Start profile and DLSS Balanced, yes, comfortably. At 1440p it’s closer to the high-50s on the current build based on the cross-referenced estimate above — achievable, but you’re trading some fidelity to get there, and you won’t have DLSS Frame Generation as a safety net the way RTX 40- and 50-series owners do.
Is it worth upgrading from an RTX 3070 just for this game?
Not for this game alone. The 3070 handles Dawnwalker at 1080p without much drama and gets close at 1440p with the settings above; the real argument for a 40-series-or-newer upgrade is DLSS Frame Generation support across your whole library going forward, not this specific title.
Sources
- PC Gamer. The Blood of Dawnwalker – best settings to tweak.
- Ali, Ayyoun. Blood of Dawnwalker PC Settings & Performance Guide. Game Rant.
- GameGPU. RTX 4070 Ti and RX 9070 GRE can’t deliver 60 fps in Full HD in The Blood of Dawnwalker.
- GameGPU. Radeon RX 9070 XT and the GeForce RTX 5080 can barely reach 30 FPS in The Blood of Dawnwalker in 4K.
- DropReference. Blood of Dawnwalker PC: best settings and GPU – Optimization guide 2026.
- NVIDIA. Introducing NVIDIA DLSS 3.
- NanoReview. GeForce RTX 4060 vs RTX 3070: gaming performance tests.
- Wikipedia. The Blood of Dawnwalker.
For the settings principles that carry over to every other UE5-heavy release, see our complete guide to optimizing PC game settings. If you’re still deciding whether your rig meets the bar at all, check the lowered minimum spec breakdown first, and for everything else about the game itself — the 30-day clock, vampire abilities, builds — our complete Blood of Dawnwalker guide covers it.
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
