Dying Light: The Beast Best PC Settings 2026: Three Options Cost Up to 20% FPS Each, Plus a Starting Config for an RTX 3060

Three options cost the most frame rate in Dying Light: The Beast: ray-traced reflections (about 20%), ray-traced global illumination (about 20%) and the Draw Distance Multiplier slider (up to about 20%). Techland’s own advice for switching ray tracing on is to pick the Ultra preset, and its Update 1.4 notes add that Ultra also turns frame generation on automatically. If you picked Ultra on an RTX 3060 and watched the frame rate collapse, that preset is the first suspect.

Those percentages come from one RTX 4090 test by PC Optimized Settings, so treat them as a ranking of what hurts, not a promise for your card. The same test says fog and post-processing “don’t appreciably impact” performance, which is the opposite of what most settings guides claim. I could not find a single published benchmark of an RTX 3060 in this game, so the 3060 config below is built from measured costs on other cards and labelled as a starting point, not a result I have clocked myself.

Verified 14 October 2026 against Techland’s Update 1.7 notes (17 September 2026); the game launched on 18 September 2025. The cost figures date from launch week to the Update 1.4 ray-tracing release; where a source is older than the latest patch, the section says so.

Quick start: the 60-second setup for an RTX 3060-class card

Start from the High preset, not Ultra, then change these seven things in order. Every value is explained further down.

  1. Preset: High (keeps ray tracing and automatic frame generation off).
  2. Upscaler: set it after the preset, because upscaling quality is tied to the preset by default. DLSS Quality at 1080p, Dynamic Resolution Scaling off.
  3. Frame Generation: off.
  4. Renderer: D3D12 with Asynchronous Compute on.
  5. Draw Distance Multiplier: 140 as a starting point.
  6. Shadows Quality: Medium, Screen Space Shadows on, Ambient Occlusion Medium.
  7. Advanced menu, ray tracing: confirm every ray-tracing toggle is off.

What each setting actually costs in FPS

Ray tracing and the Draw Distance Multiplier are the only options that cost double-digit percentages; everything else in the menu is worth single digits or less. The table pulls every figure from the PC Optimized RTX 4090 test unless another source is named, and it says what you give up for each.

SettingMeasured FPS effectWhat you loseCall for an RTX 3060
RT reflectionsabout 20% lowerReflections on diffuse and semi-glossy surfaces only; mirror-like surfaces stay screen-space either wayOff
RT global illuminationabout 20% lowerBiggest visible gain outdoors, on surfaces out of direct sunOff
RT shadowsa few percent lowerSunlight only. Looks worse than the normal shadow maps in DSOGaming’s testOff
Draw Distance Multiplierup to about 20% across the sliderDistant geometry and shaders; mostly visible from vantage points140
Shadows QualityMedium is about 5% faster than High; Low up to 10%Softer shadow edges; artefacts in artificial-light shadows at LowMedium
LOD QualityLow is about 3% faster than HighSubtle extra pop-inHigh
Asynchronous Computeup to 5% faster when on (RTX 4090)NothingOn
Bloom, lens flare, motion blurabout 1% eachTaste onlyOff if you dislike them
Ambient Occlusion, Global Illumination, Screen Space Shadows, Reflection Qualityminimal to negligibleAO High tends to overshadeAO Medium, GI High, SSS on
Fog Quality and Postprocess“don’t appreciably impact”Nothing measurableMedium

Two measurements frame the rest. First, the presets are blunt: at native 4K the Very Low preset is only 10-12% faster than High, and maxing everything out costs another 13%. Second, upscaling dwarfs every individual setting: Quality, Balanced and Performance gained 43%, 55% and 67% at 4K. Working that out per step, each notch down the upscaler is worth only about 8% more (1.55 ÷ 1.43 and 1.67 ÷ 1.55), which is my arithmetic from their numbers.

Dark graphics options menu reduced to glowing green slider bars and toggle switches with no text
The options that cost the most are ray tracing, Draw Distance Multiplier and shadows (AI-generated illustration, not the real menu)

The Ultra preset trap: what ray tracing costs and what it buys

In both tests that measured it, ray tracing roughly halved the frame rate or worse, so it is not a free upgrade you forgot to enable. Techland says the feature needs a ray-tracing-capable card with at least 8 GB of video memory (16 GB recommended for 4K), and warns it “may impact performance”.

The size of the hit depends on the scene. DSOGaming measured 87 FPS minimum and 91 average at native 4K with an RTX 5090 in what it calls the most demanding area it could find, then “the 30s” with ray tracing on. GameGPU’s Patch 1.4 test logged 30 minimum and 38 average on the same card at 4K Ultra RT, and 20 / 27 on an RTX 4090. The two tests use different scenes, so do not subtract one from the other. They agree on the size of the cliff, and neither tested a card in the RTX 3060 class.

The per-effect split is the useful part. If reflections and global illumination each cost about 20% and the two simply multiply, the pair costs roughly 36% (0.8 × 0.8 = 0.64). That is my back-of-envelope figure; nobody I found measured the pair on its own. It is close to the “about a third” most people quote, but the culprits are reflections and GI, not fog or shadows.

Here is how I would use that, as a reading of the numbers rather than a tested rule:

  • RTX 3060, 4060 or weaker: leave every ray-tracing toggle off. PC Optimized says mid-range and low-end cards need frame generation to hold a stable frame rate with ray tracing on, and Update 1.7 only just fixed screen tearing with ray tracing plus frame generation on RTX 40 cards.
  • RTX 4070 class or better, 1440p with upscaling: if you want one effect, make it global illumination. PC Optimized found it gives outdoor shaded surfaces the biggest lighting improvement.
  • Any card: skip ray-traced shadows. They cost little, but DSOGaming, the one review I found that compared them, said the ray-traced shadows are “not as good as the normal shadow maps”: tree shadows “look less detailed, and they animate at a much slower update rate”.

Fog: the option people blame

Fog Quality is a cheap setting in the only measured test I found. PC Optimized says it and post-processing “don’t appreciably impact” performance, with one honest caveat: fog can matter more in heavily foggy areas, and the author had not met one yet. That caveat is why I give a Medium recommendation instead of “turn it off”.

Settings sites that claim big fog savings are usually modelling, not measuring. CheckFPS’s page lists “Volumetric Fog +14% FPS”, “Volumetric Clouds” and “Crowd Density”, and says its numbers come from “our FPS model”. Neither of the two full menu listings I found (Deltia’s and Sportskeeda’s) contains any of those three options. The game’s menu has Fog Quality, Particles Quality and Postprocess Quality, and nothing named volumetric.

Split-screen night scene of a ruined village with fog added on the left half and clear air on the right half
The same generated frame with fog added digitally on the left: an illustration of the look, not game footage and not a performance comparison

Draw Distance Multiplier: the cost hiding in a slider

Draw Distance Multiplier is the most expensive non-ray-tracing option in the game, cutting frame rate by up to about 20% across its range, and its extra distance rarely shows. PC Optimized’s measurement says the higher values “don’t impact detail unless viewing from a vantage point”, and it calls 150-200 the sweet spot. Guides disagree on the exact number: Deltia’s uses 140 and Sportskeeda’s list a “LOD Range Multiplier” of 140, so start at 140 and move in steps of 20 or so until your frame-time graph stops complaining.

There is a CPU angle. PC Optimized saw “a mild CPU bottleneck” in upscaled 1080p and 1440p, “particularly when parkouring across rooftops”, and recommends lowering draw distance when frame rate drops often. Upscaling shrinks the GPU work, so settings that load geometry rather than pixels take a bigger share of the frame. That reasoning is mine, not a measurement, but it fits why the slider matters more on a 3060 with DLSS than the table’s 4K figure suggests. GameGPU’s launch-week test also called the Castor Woods foliage rendering suboptimal, with trees, bushes and small objects that “pop out” in front of the player, so do not expect any value of this slider to remove pop-in entirely.

RTX 3060 starting config (1080p)

Use this table as a starting point and expect to adjust it. No source I found measured an RTX 3060 here; Deltia’s RTX 30 guide says the game “plays very well” on RTX 30 cards, that a 3060 can play 1080p with native anti-aliasing, and that its own table is “a starting point”; Sportskeeda’s VRAM note says the game does not spike past 6-7 GB, while PC Optimized measured up to just under 10 GB at maximum settings at 1080p and 1440p, which is why I suggest Medium textures on 8 GB cards. Where the two guides disagree I picked the value with the lower measured cost and list the other.

SettingValueWhyWhere guides disagree
Resolution / upscaler1920 × 1080, DLSS Quality, DRS offBoth guides use DLSS Quality on a 3060Deltia’s: Balanced for an RTX 3050
Frame GenerationOffNVIDIA’s frame generation needs an RTX 40-series card or newerNone
Latency Reduction (Reflex)Test bothReflex caused stutter on day one (see stutter section)Deltia’s: Reflex; Sportskeeda: Off
Renderer / Async ComputeD3D12 / OnUp to 5% faster on a 4090None
Texture QualityHigh on 12 GB, Medium on 8 GBLowering textures and draw distance to the lowest settings saves over 1 GB (PC Optimized)Deltia’s: Medium
LOD QualityHighLow only gains about 3%None
Draw Distance Multiplier140Biggest non-RT costPC Optimized: 150-200
Shadows / Screen Space ShadowsMedium / On+5% for little lossBoth guides: High
Ambient OcclusionMediumHigh over-darkensSportskeeda: High
Global IlluminationHighNegligible costDeltia’s: Medium
Reflections / Fog / PostprocessMediumAll near-free in testingReflections: Low (Deltia’s) vs High (Sportskeeda)
Particles QualityMediumSportskeeda drops it to Medium on the 3060 onlyDeltia’s: High
All ray-tracing optionsOffSee aboveNone

That table is a configuration, not a guarantee of 60 FPS. To check it, pick one repeatable route that includes forest and rooftop parkour, record 1% lows with any overlay, and run it before and after each change. If you are short of 60, cut in this order, from least visual damage to most:

  1. DLSS Quality to Balanced (about 8% by the 4K measurements).
  2. Draw Distance Multiplier from 140 towards 100.
  3. Shadows from Medium to Low (about 5% more, with artefacts in artificial-light shadows).
  4. LOD Quality from High to Low (about 3%).

For the general method behind a list like this, see our complete guide to optimizing PC game settings, and for 3060-specific advice across games, our RTX 3060 best settings guide. The same pattern, where one option dominates the cost, shows up in our Resident Evil 9 settings guide.

Stutter: what is documented and what has been fixed

The documented stutter sources are narrower than forum threads suggest, and one is a confirmed, mostly fixed bug. This table lists each with its evidence and status.

CauseEvidenceStatusWhat to do
Nvidia Reflex with frame generationOverclock3D’s testing: stutter on day one, and enabling Reflex alone caused itHotfix 1.2.3 (30 Sep 2025) fixed “occasional stuttering” with Frame Generation; Overclock3D says “some stutters remain”Toggle Latency Reduction and watch the frame-time graph
Video memory growing during long sessionsallthings.how relays player reports: usage climbs after roughly 30-90 minutes, worse on 8 GB cardsNo Techland confirmation foundReturning to the main menu clears it, per the same reports; keep textures at Medium on 8 GB
Foliage and LOD in forestsGameGPU, 18 Sep 2025: stutter “even on an RTX 4080” in forest scenes without upscalingPatch 1.3 (30 Oct 2025) addressed LOD and texture streaming issues; no source ties the twoUse the upscaler; lower Draw Distance Multiplier
Settings menu hitchingTechland, Update 1.7Fixed 17 Sep 2026Update the game

One more conflict is worth knowing. A Deltia’s stutter guide advises switching the upscaler to Native, while every other source treats DLSS as the way to cut frame-time spikes in forests. I would test Native for five minutes and keep whichever gives better 1% lows. If your stutter looks like uneven frame pacing instead of hitches, our Death Stranding 2 frame pacing guide covers the general diagnosis, and our frame generation guide explains when it helps.

Does Restored Land mode run worse?

I found no source that says it does. Restored Land arrived in Update 1.6 on 26 March 2026 as a solo mode with a persistent world, where, per Techland’s release notes, “enemies remain defeated and loot can only be collected once”. Hotfix 1.6.2 on 13 April 2026 fixed a “potential crash on Restored Land start/load”, and that is the only technical fix tied to the mode in the notes I read. No benchmark or Techland statement measures its frame rate against the normal game.

If you suspect it, test it yourself: run the same route in Restored Land and in a normal save with the same settings and compare 1% lows. A persistent save holds more world state than a fresh one, but that is a guess, and I would not change a single setting for it without your own frame-time graph showing the problem.

Which settings for which player

If you areDo thisSkip this
On an RTX 3060 12 GB or similarThe starting config above; DLSS QualityUltra preset, ray tracing
On an 8 GB card (3060 8 GB, 4060)Textures Medium, DLSS Quality, restart to the main menu if frame rate sags after an hourNative resolution
Chasing 144 FPSEverything in the table, then test Reflex on and off; frame generation only if base FPS is already around 45 or higher (PC Optimized)Draw Distance above 150-200
On an RTX 4070 or faster at 1440pDLSS Quality; try ray-traced global illumination aloneRay-traced shadows and reflections
Playing for screenshots at 4KUltra preset (ray tracing and frame generation on)Expecting stable 1% lows

The honest summary: pick the High preset, set the upscaler by hand, leave ray tracing off unless your card is well above the 3060 class, and spend your frame budget on draw distance only after the rest is settled.

New to the game itself rather than its settings? Our Dying Light: The Beast beginner’s guide covers which mode to start in, which Beast Mode skills to buy first and how to survive night chases.

Frequently asked questions

Is ray tracing worth turning on in Dying Light: The Beast?

Only on a high-end card, and only for global illumination. Reflections cost about as much but the effect is limited to diffuse and semi-glossy surfaces, and ray-traced shadows cost little but look worse than the shadow maps in the one review that compared them. On an RTX 3060 none of it is worth the frames.

Should I use the Ultra preset?

No, because Ultra is the preset that enables ray tracing and frame generation together, and the presets barely differ otherwise: Very Low is only 10-12% faster than High at native 4K. Choosing High and then adjusting the five or six options in the table gives you control the presets do not.

Does frame generation fix low FPS on an RTX 3060?

No. NVIDIA’s frame generation needs an RTX 40-series card or newer (listed as a 40-series feature even by CheckFPS), and it multiplies the frames you already have rather than rescuing a low base. I found no test of AMD’s alternative on an RTX 30 card in this game, so the safe path is DLSS Quality plus the cost table. Our DLSS vs FSR vs XeSS comparison covers the upscalers in general.

Why do settings guides contradict each other?

Because most options cost almost nothing, so authors pick by taste. Reflections Low versus High, fog Medium versus High and Reflex on versus off all differ between the two guides I used, and in each case the measured difference is small or untested. Trust the entries that come with a measured percentage and treat the rest as preference.

Sources

  1. Techland. Update 1.4 patch notes (ray tracing, Ultra preset behaviour, requirements). Steam Community announcements, 27 Nov 2025 (https://store.steampowered.com/news/app/3008130/view/1817483467036903)
  2. Techland. Restored Land Edition release notes (Update 1.6). Steam Community announcements, 26 Mar 2026 (https://store.steampowered.com/news/app/3008130/view/1827626365770963)
  3. Techland. Anniversary Update release notes (1.7). Steam Community announcements, 17 Sep 2026 (https://store.steampowered.com/news/app/3008130/view/1844115010491804)
  4. Techland. Update Patch 1.3 notes. Steam Community announcements, 30 Oct 2025 (https://store.steampowered.com/news/app/3008130/view/1815034432873494)
  5. Valve/Techland. Dying Light: The Beast, Steam store page (system requirements, release date 18 Sep 2025) (https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/)
  6. PC Optimized Settings. Dying Light: The Beast PC Settings Optimization Guide + Ray Tracing (RTX 4090 test, first published 19 Sep 2025) (https://pcoptimizedsettings.com/best-settings-for-dying-light-the-beast-pc-optimization-guide/)
  7. DSOGaming. Dying Light: The Beast Ray Tracing & DLSS 4 Benchmarks (RTX 5090) (https://www.dsogaming.com/pc-performance-analyses/dying-light-the-beast-ray-tracing-dlss-4-benchmarks/)
  8. GameGPU. Dying Light: The Beast test GPU/CPU (launch-week test, 18 Sep 2025) (https://en.gamegpu.com/test-gpu/action-fps-tps/dying-light-the-beast-test-gpu-cpu)
  9. GameGPU. Dying Light: The Beast (Patch 1.4) Ray Tracing Benchmark. Steam Community group post (https://steamcommunity.com/groups/gamegpu/discussions/0/690868707633694345/)
  10. Overclock3D. Dying Light: The Beast Hotfix 1.2.3 fixes DLSS Frame Generation support (https://overclock3d.net/reviews/software/dying-light-the-beast-hotfix-1-2-3-fixes-dlss-frame-generation-support/)
  11. DSOGaming. Dying Light: The Beast Hotfix 1.2.3 released, full patch notes (30 Sep 2025) (https://www.dsogaming.com/patches/dying-light-the-beast-hotfix-1-2-3-released-full-patch-notes/)
  12. Deltia’s Gaming. Dying Light The Beast: Best Settings For RTX 30 Series (https://deltiasgaming.com/?p=351047)
  13. Sportskeeda. Best Dying Light: The Beast graphics settings for mid-range GPUs (18 Sep 2025) (https://www.sportskeeda.com/gaming-tech/best-dying-light-the-beast-graphics-settings-mid-range-gpus)
  14. allthings.how. Dying Light: The Beast PC VRAM leak: symptoms and short-term fixes (updated 26 Sep 2025) (https://allthings.how/dying-light-the-beast-pc-vram-leak-symptoms-and-short-term-fixes/)
  15. CheckFPS. How to improve FPS in Dying Light: The Beast (modelled estimates, not benchmarks) (https://checkfps.io/en/optimize-fps/dying-light-the-beast)
  16. MP1st. Dying Light: The Beast Hotfix 1.6.2 (Update 1.006.002), 13 Apr 2026 (https://mp1st.com/title-updates-and-patches/dying-light-the-beast-hotfix-1-6-2-update-1-006-002)
Michael R.
Michael R.

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.