Turn down shadows, reflections, and ambient occlusion before you touch anything else. That’s not a guess — it’s Intel’s own published advice for fixing a low frame rate, and it holds up against optimization guidance from NVIDIA and independent GPU benchmarking [1][2]. What almost nobody explains is why those three settings do so much damage while other options in the same menu, like anti-aliasing or the five post-processing effects everyone forgets exist, cost far less. Here’s the ranked breakdown: what to cut first, how much each setting costs, and the rendering mechanism that makes shadows expensive on every engine but leaves ambient occlusion’s real cost depending entirely on which technique a game uses.
Settings and cost estimates below reflect current DirectX 12/Vulkan engines and GPU driver behavior as of September 2026 — a specific game’s engine can shift these numbers, so treat the tiers as a starting priority order, not a universal law.
The FPS-Cost Ranking at a Glance
Before the mechanism breakdown, here’s the priority order. Work from the top down — once a change stops moving your FPS counter by more than about 10%, the visual trade-off usually isn’t worth chasing further.
| Setting | Typical FPS cost | Visual payoff for the cost | Turn down first? |
|---|---|---|---|
| Native resolution / render scale | Very high (biggest single lever) | High, but upscaling recovers most of it | Yes — via DLSS/FSR/XeSS first |
| Ray tracing (full/path traced) | Very high without frame generation | High in supported titles | Yes, unless you have a current-gen card with frame generation |
| Shadow quality/distance | High (10-20% Ultra→High is typical) | Low — barely visible in motion | Yes, almost always |
| Reflections (screen-space or ray-traced) | High — can force a second render pass | Medium | Yes, unless reflections define the scene |
| Ambient occlusion | Low to high, technique-dependent | Medium | Try the “Performance” mode before disabling |
| Anti-aliasing (MSAA specifically) | High at 4x+ samples | Low past 2x on a high-PPI monitor | Switch technique, don’t just disable |
| Post-processing pack (motion blur, DOF, bloom, film grain, chromatic aberration) | Low individually, adds up | Near zero for most players | Yes — free FPS and cleaner visibility |

Resolution and Ray Tracing: The Two Levers Bigger Than Anything Else in the Menu
Resolution isn’t usually filed under “graphics settings,” but it’s the single biggest FPS lever on the list — dropping render resolution changes how many pixels the GPU has to shade every frame — a direct function of pixel count. The fix isn’t to run your monitor at a lower native resolution; it’s to let DLSS, FSR, or XeSS render internally at a lower resolution and reconstruct the image, which Intel’s own guidance confirms recovers most of the frame rate a straight resolution drop would cost, without the soft, blurry look that comes with it [1].
Ray tracing is the other outsized cost, and its price has actually changed a lot since the effect first shipped. Early ray-tracing-capable cards “barely managed to handle ray tracing without tanks in FPS performance” [4]. Current-generation hardware handles it dramatically better — a flagship card can sustain full ray tracing at 4K above 70 FPS in demanding titles [4] — but that’s specifically with frame generation doing a lot of the work; NVIDIA’s DLSS 4 frame generation can “reclaim upwards of 30 FPS in some cases” that ray tracing would otherwise cost [4]. Translation: ray tracing is worth enabling if your GPU supports a modern frame-generation feature and you can tolerate occasional generated-frame artifacts in fast motion. On older or lower-tier hardware without that safety net, it’s still one of the first things to disable.
Shadows, Reflections, and Ambient Occlusion: The “Big Three”
Intel calls these the big three to turn down first, and the reason is structural, not arbitrary [1]. Shadow rendering requires the GPU to draw the entire scene again from the light’s point of view to build a shadow map, then sample that map for every pixel that could be in shadow — it’s effectively a second scene render bolted onto the real one. That’s why a shadow-heavy scene can lose double-digit percentages of frame rate when shadow quality is maxed: an independent GPU benchmark using the same shadow-mapping technique engines still rely on today recorded a 16.87% FPS recovery just from moving shadow distance down one tier from its highest setting, in a shadow-heavy game [3]. Dropping shadows from Ultra to High is close to invisible during actual play — you have to pixel-peep a static screenshot to see the difference — while the FPS gain is immediate.
Reflections cost so much for a similar structural reason: a fully reflective surface can force the engine to render a second version of the visible scene to fill that reflection, which is why Intel specifically flags reflective surfaces as a potential “significant lift” on the GPU [1]. Screen-space reflection implementations are cheaper than ray-traced ones because they reuse pixels already on screen instead of rendering a whole extra pass, but they also fail whenever the reflected object isn’t visible on screen — the classic “reflections disappear off camera” glitch.
Ambient occlusion is the outlier in this group: its real cost depends entirely on which technique a game uses, not on a fixed rule. NVIDIA’s own guidance frames it as a two-tier choice — a “Performance” mode that’s “less realistic but less performance-intensive,” versus a “Quality” mode with “greater cost in terms of performance” [2]. If a game exposes that choice, try Performance mode before disabling ambient occlusion outright: you keep most of the depth cues that stop scenes from looking flat, at a meaningfully lower cost than full quality.
Anti-Aliasing and Post-Processing: The Free FPS Nobody Claims
Anti-aliasing’s cost is technique-dependent, not a flat tax — the expensive option is specifically multi-sample AA at high sample counts, where each additional sample multiplies the GPU’s per-pixel workload. Intel’s fix is simple: drop the sample count or switch to a lighter technique like FXAA rather than disabling anti-aliasing entirely [1], since raw jagged edges are their own kind of visual noise, especially on a lower-PPI monitor. If you want the full breakdown of exactly what each AA mode costs on modern hardware, our anti-aliasing mode comparison covers FXAA through DLAA in detail — this isn’t the place to re-run those numbers.
The post-processing pack is the closest thing to a free lunch on this list. Motion blur, depth of field, film grain, chromatic aberration, and lens flare are individually cheap, but they stack, and none of them help you see what’s happening on screen — motion blur specifically smears the exact motion a competitive player needs to track. Disabling all five costs you almost nothing in frame rate value per setting, but the combined FPS recovery is real, and the clarity gain in fast-paced scenes is arguably the bigger win.
What to Prioritize by Player Type
The right order to cut settings depends on what you’re actually optimizing for — a competitive shooter player and someone finishing a story-driven game on a 4K TV shouldn’t touch the same settings first.
| Player type | Priority | Why |
|---|---|---|
| New to PC settings menus | Use the game’s built-in “Optimized”/”Recommended” preset, then disable the post-processing pack | Lowest effort, immediate clarity gain, no risk of breaking a setting you don’t understand yet |
| Casual/story player | Drop shadows and reflections one tier, leave AA on TAA or an upscaler | Biggest FPS-per-click without a visible hit to the experience you’re there for |
| Competitive/high-refresh player | Disable post-processing entirely, cut shadows hard, prefer FXAA/SMAA or an upscaler over TAA | TAA’s temporal smoothing can add a frame or two of input-feel smear that a 240Hz+ player will notice |
| Enthusiast with current-gen hardware | Enable ray tracing with frame generation, use DLSS/FSR Quality mode instead of a lower native resolution | You have the hardware to afford the two biggest levers on the list without the old FPS penalty |

Decision Tree: Confirm You’re GPU-Bound Before Touching Anything
None of this helps if your bottleneck isn’t the GPU in the first place. If your FPS is low even in simple menus or low-detail areas, that’s a CPU or background-process problem, not a graphics-settings one — check Task Manager for a maxed CPU core before changing a single slider. If FPS drops specifically in complex, high-detail scenes while simple areas run fine, you’re GPU-bound, and the ranking above applies in order: resolution/upscaling and ray tracing first, then shadows and reflections, then ambient occlusion, then anti-aliasing, then the post-processing pack last since it’s the cheapest and safest to leave for later. For our full guide to building a settings profile from scratch by GPU tier, see our universal graphics-settings template — this article is the “which settings and why,” that one is the systematic, tier-by-tier framework.
This priority order is also the backbone of general PC FPS optimization — for the full checklist beyond just in-game settings (drivers, background apps, power plans), see our guide to optimizing your PC for better FPS.
Frequently Asked Questions
Does turning off ambient occlusion actually help FPS?
Sometimes, but it’s rarely the best first move. Because AO’s cost swings from cheap to expensive depending on the technique a game uses [2], you’ll usually get more FPS for less visual sacrifice by cutting shadows or reflections first, then trying AO’s “Performance” mode before disabling it outright.
Is ray tracing worth the FPS hit in 2026?
If your GPU supports a current frame-generation feature, yes for most players — the generation-recovered frame rate can bring full ray tracing into playable territory at 4K on flagship hardware [4]. On a card without that feature, or if you’re chasing a high, stable refresh rate for competitive play, it’s still one of the first things to disable — the base rendering cost hasn’t gone away, only the recovery method has improved.
Why do Ultra and High look almost identical but run so differently?
Most Ultra presets spend their extra GPU budget on shadow distance, reflection quality, and ambient occlusion precision — exactly the settings whose visual difference is hardest to see in motion but whose rendering cost is highest [1][3]. Diminishing returns kick in fast on this specific set of settings, which is why they’re the correct place to start cutting.
Should I just disable anti-aliasing completely for max FPS?
No — switch technique instead of disabling. A lighter method like FXAA costs a fraction of what a heavy multi-sample mode does while still removing the jagged edges that make fast motion harder to read [1]. Full details on exactly what each mode costs are in our anti-aliasing FPS comparison.
Sources
- Intel. How to Fix Your Low Frame Rate. Intel Gaming Resources
- NVIDIA. Control Graphics and Performance Guide. GeForce News
- GamersNexus. Fallout 4 PC Graphics Card Benchmark — 1080, 1440, & 4K FPS Tested
- PCGameBenchmarks. Ray Tracing in 2026: Is It Finally Worth Turning On?
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.
