Valorant occupies a unique position among competitive shooters: it is intentionally designed to run at high frame rates on accessible hardware. While Warzone demands an RTX 3070 for 144 FPS and Apex Legends scales poorly below a 6-core CPU, Riot Games built Valorant’s engine from scratch with a hard target of 60 FPS on minimum spec hardware and 144+ FPS on mid-range hardware. The result is a game where a six-year-old GTX 1660 Super can hit 240 FPS on minimum settings — and where the settings you choose matter far more than the hardware upgrade you’re considering. This guide covers every setting that moves the needle for competitive play, the physics behind why Valorant performs differently from other shooters, and the hardware sweet spots for common FPS targets. For the broader principles of PC settings optimisation, see the complete PC game settings optimisation guide.
Full Competitive Settings Template
These are the settings used by the majority of professional and high-level ranked players in 2026. Every value is chosen to maximise FPS or reduce visual noise that affects competitive decision-making. Explanations for the most impactful settings follow the table.
| Setting | Competitive Value | Reason |
|---|---|---|
| Display Mode | Fullscreen | Lowest input latency; bypasses desktop compositor |
| Resolution | 1920×1080 (native) | Native gives full visual clarity; see stretched section below |
| Frame Rate Limit (Menu) | 15 | Reduce GPU heat and power when in menus |
| Frame Rate Limit (Background) | 15 | Same — game loses focus, no rendering needed |
| Frame Rate Limit (Always) | 240 or 300 | Match monitor refresh; see FPS cap section |
| Material Quality | Low | Single largest FPS improvement in the game |
| Texture Quality | Low | Small FPS gain, reduces VRAM pressure on 4 GB cards |
| Detail Quality | Low | Eliminates ambient geometry that clutters sightlines |
| UI Quality | Low | Minimal FPS effect; reduces UI animation overhead |
| Vignette | Off | Darkens screen edges; actively hurts visibility |
| VSync | Off | Adds 1–2 frames of render queue latency; never use in competitive |
| Anti-Aliasing | None | MSAA adds GPU cost; jagged edges are irrelevant at 240 FPS |
| Anisotropic Filtering | 1x | Minimal visual difference in a top-down map game |
| Clarity Boost | Off | Adds sharpening pass; no FPS benefit, minor visual distortion |
| Bloom | Off | Obscures muzzle flash and ability effects; competitive disadvantage |
| Distortion | Off | Removes screen warping from abilities; cleaner read |
| Cast Shadows | Off | FPS gain and removes shadow-based positional information leaks |
| NVIDIA Reflex Low Latency | On + Boost (NVIDIA) / On (AMD) | Reduces input lag without requiring G-Sync |
| Improve Clarity | Off | Temporal upsampling artefact; disable for clean edges |
Material Quality: The Biggest FPS Improvement in Valorant

Material Quality controls how Valorant renders surface shaders, reflections, and texture detail across all map geometry. Unlike most games where texture quality is the dominant VRAM/rendering cost, Valorant’s Material Quality setting controls shader complexity in a way that has an outsized impact on GPU frame time. On a GTX 1660 Super at 1080p with all other settings at Low, switching Material Quality from High to Low recovers approximately 80–110 FPS. That is a larger gain than reducing resolution from 1080p to 720p on the same hardware.
The reason for this disproportionate impact is Valorant’s deferred rendering pipeline. At High Material Quality, every surface runs a full physically-based rendering (PBR) shader pass, including reflective highlights on floors, wet-look finishes on abilities, and specular calculations on environmental props. At Low, the engine substitutes simplified flat-lit shaders with no specular or reflection passes. The visual difference is visible only in close inspection of floor surfaces and ability effects — not in anything that affects gameplay. Material Quality Low is not a visual downgrade for competitive play; it is a visual change that happens to remove render cost without removing gameplay-relevant information. Set it to Low regardless of GPU tier.
FPS Cap: 144, 240, 300, or Uncapped?
The conventional advice is “uncapped for maximum performance.” The reality is more nuanced, and the evidence points to a specific best practice for competitive Valorant.
Uncapped FPS produces the maximum possible frame throughput, which theoretically delivers the lowest average input lag. However, it also causes GPU utilisation to spike to 99–100%, which increases power draw, heat, and the risk of thermal throttling. More importantly, uncapped FPS in Valorant produces frame time variance: the GPU is completing frames at an uneven rate, which creates micro-stutters at the display level even if the average FPS is high. At 350+ uncapped FPS on a 240Hz monitor, this variance is audible as screen tearing and perceptible as slight inconsistency in motion.
Capping at 240 FPS on a 240Hz monitor is the recommended practice. This matches the cap to the monitor’s refresh rate, eliminates tearing, and allows the GPU to pace frames evenly rather than racing ahead. A small but detectable technique: setting the cap 1.5× above the monitor refresh rate (e.g., 370 FPS cap on a 240Hz monitor) allows the GPU to complete frames with some headroom, reducing the render queue latency without producing tearing. This is sometimes called “cap above refresh” and produces slightly lower input lag than capping exactly at the refresh rate.
Capping at 144 FPS is the correct setting for 144Hz monitors and for hardware that cannot sustain 240 FPS stably. A consistent 144 FPS produces better aim and reaction time than 240 FPS with drops to 160. Frame time consistency is more important than peak FPS for competitive performance.
Capping at 300 FPS is relevant only on 360Hz monitors, where it serves the same function as 240 on a 240Hz display. On a 144Hz or 240Hz monitor, a 300 FPS cap wastes GPU headroom and increases heat without delivering a perceptible benefit.
Shadows and Bloom: Off for Competitive Reasons
Shadows and Bloom are off by default in most professional Valorant configs, and for two distinct reasons that go beyond FPS savings.
Cast Shadows off removes the shadow pass from Valorant’s renderer, recovering 10–20 FPS on mid-range GPUs. The competitive case for turning them off is more subtle: with shadows enabled, certain map positions create shadow geometry that partially obscures player model outlines. On Bind’s A site, for example, shadows cast by overhead structures can cause a defending player to partially merge with the background shadow, reducing contrast against the wall. With Cast Shadows off, all player models are lit uniformly against map backgrounds, maximising silhouette visibility at long range. This is a perceptible competitive advantage in maps with overhead lighting structures.
Bloom off eliminates the post-processing bloom filter applied to bright light sources, muzzle flashes, and ability visual effects. With Bloom on, a Phoenix’s Blaze wall or a Neon sprint trail creates a halo of light that bleeds into surrounding pixels, temporarily reducing the visibility of player models caught in the bloom radius. With Bloom off, the same visual effects are crisper and more contained, and the player model outlines beyond the effect edge are cleaner. The FPS gain from disabling Bloom is modest (5–10 FPS), but the competitive visibility improvement is consistent.
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NVIDIA Reflex Low Latency

NVIDIA Reflex, introduced to Valorant in 2020 and enabled by default since the 7.0 patch cycle, reduces the render queue latency between GPU and CPU. In a standard game loop without Reflex, the CPU submits frame data to the GPU in advance — typically 1–2 frames ahead — to ensure the GPU is never idle. This pre-submission means the frame the GPU is rendering was queued up to 16–32ms ago, adding that time to the total system latency between mouse click and on-screen result.
Reflex narrows this queue dynamically. Rather than submitting frames in advance, it synchronises CPU and GPU timing so the GPU starts each frame as close as possible to when the CPU finishes its simulation work for that frame. The result is typically 10–30ms reduction in system latency, depending on hardware tier and FPS cap. On a GTX 1660 Super at 240 FPS, Reflex typically reduces total system latency from 28–35ms to 18–24ms — a meaningful difference in a game where reaction windows are 200–250ms.
Reflex does not require G-Sync or a high-end GPU. It works on GTX 900 series and newer hardware in Valorant. Enable it regardless of GPU tier. The “On + Boost” mode additionally limits the GPU’s power target during idle periods between frames, which reduces GPU temperature and can stabilise frame pacing on thermally constrained laptops. Desktop users should use “On + Boost”; the power reduction does not noticeably affect frame rates at competitive settings.
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AMD Anti-Lag for AMD Users
AMD Anti-Lag is the AMD equivalent of NVIDIA Reflex, targeting the same CPU-GPU pipeline synchronisation problem. Anti-Lag is available in AMD Software: Adrenalin Edition for RDNA 1 (RX 5700 series) and newer GPUs. Enable it via the AMD overlay rather than in-game settings.
AMD Anti-Lag+ (available on RDNA 2 and 3 GPUs — RX 6000 and 7000 series) provides more precise frame pacing than the original Anti-Lag, with per-frame CPU/GPU synchronisation similar to Reflex. On an RX 6700 XT running Valorant at 240 FPS, Anti-Lag+ reduces total system latency by approximately 8–18ms depending on frame rate and map. Enable Anti-Lag+ in Adrenalin Edition and leave in-game latency settings at “On” if the in-game option appears.
GPU-Limited vs CPU-Limited: Valorant’s Performance Profile
Valorant is unusual among modern PC games in that it frequently becomes CPU-limited at 240+ FPS targets on mid-range and high-end GPUs. The game’s engine handles hit registration, physics, ability interactions, and all game logic on the CPU, and its tick rate (128 ticks per second) requires the CPU to complete game simulation in under 7.8ms per tick. At FPS targets above 240, the CPU submission rate must also increase proportionally.
On an RTX 3070 paired with an i5-8400 (6 cores, 2.8 GHz base), Valorant at 1080p Low settings will typically be CPU-limited: the GPU will sit at 60–80% utilisation while the CPU is at 90–100% on all cores. Upgrading to an RTX 3080 in this configuration produces almost no FPS improvement, because the GPU already has idle headroom the CPU cannot feed. Upgrading the CPU to an i5-10400 or Ryzen 5 5600 instead removes the bottleneck and unlocks the GPU’s performance.
The practical implication for upgrade decisions: if you are targeting 240 FPS in Valorant and your current GPU shows 60–75% utilisation while the CPU is pegged at 100%, a CPU upgrade will deliver more FPS than a GPU upgrade. Check GPU utilisation in the performance overlay before deciding which component to upgrade. The general threshold: if GPU utilisation is below 85% at your FPS target, the CPU is the bottleneck.
Resolution and Stretched Resolution
Valorant supports custom resolutions and windowed modes, but the stretched resolution debate is less relevant here than in Counter-Strike. In CS:GO and CS2, 4:3 stretched (1280×960 stretched to fullscreen) became standard because of how Valve’s engine rendered player model sizes — stretched models were genuinely wider and easier to click at medium range. Valorant’s engine does not replicate this characteristic.
At 1280×960 stretched in Valorant, player models appear wider relative to the screen, but the hit registration is based on the server-side hitbox geometry — not the visual model size. The practical competitive advantage of stretched in Valorant is therefore preference-based (some players find wider models easier to track) rather than mechanical. Native 1920×1080 provides sharper environmental clarity, more accurate agent ability targeting, and better minimap readability. The recommendation for most players is native resolution unless a strong personal preference for stretched exists from prior CS experience.
Players on very old hardware (GTX 1050 or below) can use 1280×720 to recover 40–60 FPS, which may push them over the 144 FPS threshold. At this point the FPS gain outweighs the clarity loss.
Colorblind Mode Settings
Valorant includes three colorblind simulation modes — Deuteranopia, Protanopia, and Tritanopia — that modify enemy team colour indicators, ability effect colours, and UI elements. These modes have no FPS impact and are not restricted to colorblind players.
A common competitive practice among non-colorblind players is enabling Tritanopia mode, which replaces red enemy indicators with a blue-yellow palette that some players find easier to distinguish against certain map backgrounds. This is entirely personal preference and legal within Valorant’s terms of service. Experiment with each mode in the range and identify which colour palette produces the clearest enemy contrast on your monitor’s colour profile.
Minimum Hardware for 240 FPS
Valorant’s engine efficiency means 240 FPS is achievable on hardware that would struggle to reach 60 FPS in most modern AAA titles. The following hardware combinations reliably sustain 240 FPS at 1080p Low settings across all current Valorant maps:
| CPU | GPU | RAM | Expected FPS (1080p Low) |
|---|---|---|---|
| Intel Core i5-10400 | GTX 1660 Super 6 GB | 16 GB DDR4-3200 | 240–300 FPS |
| AMD Ryzen 5 3600 | GTX 1660 Super 6 GB | 16 GB DDR4-3200 | 230–280 FPS |
| AMD Ryzen 5 5600 | RTX 3060 12 GB | 16 GB DDR4-3600 | 300–380 FPS |
| Intel Core i5-12400 | RX 6600 8 GB | 16 GB DDR4-3200 | 280–360 FPS |
The i5-10400 + GTX 1660 Super combination is the most accessible 240 FPS build. Both components can be found used for well under £200 / $250 combined in 2026, making this a highly practical upgrade path for players currently on older hardware. The key is that Valorant’s CPU requirement scales with FPS — 240 FPS requires more CPU throughput than 144 FPS. On older quad-core CPUs (i5-7400 or Ryzen 5 1600), 240 FPS is inconsistent even with a fast GPU. Six-core CPUs with adequate single-core speed are the baseline for stable 240.
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Frequently Asked Questions
What are the best Valorant settings for a GTX 1650?
Set all quality settings to Low, Material Quality to Low, Cast Shadows off, Bloom off, and VSync off. At 1080p with these settings, a GTX 1650 (4 GB VRAM) typically delivers 150–200 FPS on most maps, depending on CPU. If paired with an i5-10400 or Ryzen 5 3600, expect 170–200 FPS. If paired with an older quad-core (i5-7400 or below), CPU is likely the bottleneck. Cap the frame rate at 144 for stability rather than running uncapped with high variance.
Should I use stretched resolution in Valorant?
Only if you have a strong personal preference from playing CS at stretched resolution. Valorant’s engine does not widen hitboxes for stretched resolutions, so the mechanical advantage from CS does not transfer. Native 1920×1080 provides better visual clarity, sharper minimap reading, and more precise ability targeting. On hardware that struggles to reach 144 FPS at 1080p, dropping to 1280×720 native (not stretched) provides a significant FPS boost with acceptable visual quality.
How do I get 240 FPS in Valorant?
The minimum hardware combination is an Intel i5-10400 or AMD Ryzen 5 3600 paired with a GTX 1660 Super and 16 GB DDR4. Apply every setting from the competitive template above — specifically Material Quality Low, Cast Shadows Off, Anti-Aliasing None, and VSync Off. Enable NVIDIA Reflex “On + Boost” or AMD Anti-Lag+. If you are hitting this hardware target but still not reaching 240 FPS, check CPU utilisation in the overlay: if the CPU is at 90%+ and GPU is below 80%, a CPU upgrade is needed. Also close background applications (Discord hardware acceleration, browser tabs, RGB software) that consume CPU cycles.
Why does Valorant stutter?
The four most common causes: (1) VSync enabled — disable it immediately; VSync adds frame queue latency that manifests as inconsistent frame timing at high FPS. (2) Background CPU load — close Discord hardware acceleration, browser windows, and RGB management software before launching. (3) Windows Game Mode interfering with process priority — test with Game Mode off for some system configurations. (4) GPU driver shader pre-compilation — if stutters are worst in the first 15 minutes of play and then reduce, this is normal shader compilation on first use of new map geometry. It resolves after the shaders are compiled and cached.
Sources
- Riot Games. Valorant — Official Site and Game Updates. Riot Games, Inc.
- Riot Games. Technical Blog and Engine Architecture. Riot Games, Inc.
- Tom’s Hardware. GPU Benchmarks and PC Gaming Performance Analysis. Future Publishing.
- PCGamesN. Valorant PC Settings Guides and Competitive Coverage. Network N Media.
