ARC Raiders is Embark Studios' co-operative third-person shooter built on Unreal Engine 5. UE5 titles typically support Lumen global illumination, Nanite geometry, FSR, and DLSS/XeSS upscaling, though shader compilation stutter is common at first launch. Detailed per-game benchmark analysis is on the way as data for this title becomes available.
Below is a per-setting breakdown: what each option does, how much it costs, and the value we recommend — tuned to keep the image looking right while reclaiming frames. Want the exact numbers for your GPU? Open the optimizer →
Recommended settings for ARC Raiders
Reference rig: RTX 4080 at 1440p, balanced preset. Values are accurate to ARC Raiders's in-game options.
Texture Quality
High
Low cost
Typical impact 0-5% · 5% fps cost
In ARC Raiders, we recommend Texture Quality at High (5% fps cost).
Controls the maximum mipmap resolution loaded for surface textures. Higher levels stream larger texture maps (2K/4K) from disk into VRAM via the texture streaming pool. The GPU samples these during fragment shading using the currently bound sampler state. The FPS cost is minimal when VRAM is sufficient because texture fetch latency is hidden by the cache hierarchy, but exceeding VRAM capacity triggers page-faulting and hitching as textures are swapped between system RAM and VRAM.
In ARC Raiders: Controls the maximum mipmap resolution loaded for surface textures. Higher levels load sharper, more detailed textures but require significantly more VRAM.
Shadow Quality
High
Heavy
Typical impact 8-25% · 14% fps cost
In ARC Raiders, we recommend Shadow Quality at High (14% fps cost).
Controls shadow map resolution, filtering method, and cascade count for dynamic shadows. The engine renders the scene from each light source perspective into depth-only shadow map textures. Higher settings increase shadow map resolution (1024 to 4096 texels), add more cascaded shadow map splits for the directional light (improving near-field resolution), and enable softer PCF or PCSS filtering which requires more depth comparison samples per pixel during the lighting pass.
In ARC Raiders: Controls shadow map resolution, filtering method, and cascade count for dynamic light sources. Higher settings produce sharper, more accurate shadows but are GPU-intensive.
Ray Tracing
Off
Low cost
Typical impact 20-50% · no measurable cost
In ARC Raiders, the recommended preset leaves Ray Tracing off — little visual loss for the frames it returns.
Enables hardware-accelerated ray tracing via DXR or Vulkan RT extensions, dispatching rays from the GPU RT cores through a bounding volume hierarchy (BVH) acceleration structure built over scene geometry. Depending on the implementation, RT may cover reflections (tracing reflection rays from glossy surfaces), shadows (tracing shadow rays toward light sources for pixel-perfect hard/soft shadows), ambient occlusion (short-range visibility rays), and global illumination (multi-bounce path tracing). Each feature adds its own ray budget — a single pixel might dispatch 1-8 rays. BVH traversal and ray-triangle intersection testing occur on dedicated RT hardware, but shading the hit points runs on standard compute units.
In ARC Raiders: Enables hardware-accelerated ray tracing for more accurate shadows, reflections, or global illumination. Requires a DXR-capable GPU; has a significant frame-rate cost at high settings.
Reflection Quality
Medium
Low cost
Typical impact 3-20% · 6% fps cost
In ARC Raiders, we recommend Reflection Quality at Medium (6% fps cost).
Controls the method and fidelity of surface reflections. Low settings use pre-baked cubemap probes — a single texture lookup per pixel. Medium enables screen-space reflections (SSR) that ray-march through the depth buffer to find reflected geometry. High uses higher-resolution SSR with more march steps. Ultra may enable planar reflections (re-rendering the scene from a mirrored viewpoint) or RT reflections (hardware-accelerated rays). The cost escalation from cubemaps to SSR to RT is dramatic — cubemaps are nearly free, SSR costs 3-8%, and RT reflections cost 15-25%.
In ARC Raiders: Controls the method and fidelity of surface reflections. Low settings use pre-baked cubemaps; higher settings add screen-space or ray-traced reflections for accurate real-time mirrors and wet surfaces.
Volumetric Fog
Medium
Heavy
Typical impact 5-18% · 8% fps cost
In ARC Raiders, we recommend Volumetric Fog at Medium (8% fps cost).
Renders physically-based 3D fog that interacts with lighting, shadows, and participating media density. The engine allocates a 3D froxel (frustum-voxel) volume texture — typically 160x90x64 or higher — and ray-marches through it from each pixel, accumulating scattered light and extinction at each step. Each froxel samples the shadow map to determine direct illumination, applies the Henyey-Greenstein phase function for anisotropic scattering, and accumulates density from noise textures or analytical fog volumes. The cost is substantial because every visible pixel requires a full volumetric integration.
In ARC Raiders: Renders physically-based 3D fog that interacts with lighting and shadows. Adds atmospheric depth but is moderately GPU intensive, particularly when combined with ray-traced lighting.
Ambient Occlusion
Medium
Low cost
Typical impact 3-12% · 6% fps cost
In ARC Raiders, we recommend Ambient Occlusion at Medium (6% fps cost).
Computes soft shadowing in crevices and where surfaces meet by estimating how much ambient light is occluded at each pixel. SSAO samples the depth buffer in a hemisphere around each pixel, testing for nearby occluders. HBAO+ uses ray-marching along the depth buffer horizon. GTAO uses a multi-directional horizon search with cosine-weighted integration for physically correct results. Each method runs as a fullscreen compute or pixel shader pass — higher quality modes increase sample count from 4 (SSAO) to 32+ (GTAO Ultra), directly scaling the per-pixel ALU cost.
In ARC Raiders: Computes soft shadowing in crevices and where surfaces meet, adding depth and grounding to the scene. SSAO is cheaper; HBAO/RTAO are more accurate but more expensive.
Level of Detail (LOD)
High
Heavy
Typical impact 3-12% · 8% fps cost
In ARC Raiders, we recommend Level of Detail (LOD) at High (8% fps cost).
Governs the distance thresholds at which objects transition between LOD tiers. The engine uses screen-space projected size or distance-based heuristics to swap between high-poly and simplified meshes. Higher settings push these transition distances further, keeping detailed geometry on screen longer. This increases total triangle count, draw calls, and vertex buffer memory. In UE5 titles using Nanite, this controls the aggressiveness of the virtual geometry streaming system.
In ARC Raiders: Governs the distance thresholds at which objects transition between lower-detail LOD tiers. Higher settings keep complex meshes visible at greater distances, increasing GPU and CPU load.
Effect Quality
High
Heavy
Typical impact 3-15% · 8% fps cost
In ARC Raiders, we recommend Effect Quality at High (8% fps cost).
Controls the visual fidelity of gameplay effects including explosions, weapon impacts, ability VFX, and environmental interactions. Higher settings increase particle emitter counts per effect, use higher-resolution flipbook or mesh particles instead of simple sprites, enable GPU particle simulation via compute shaders, and add dynamic lighting from effects (each explosion spawning a temporary point light). The cost is highly variable — intense combat with multiple overlapping effects can produce 4-8x overdraw from layered transparent particles.
In ARC Raiders: Controls the visual fidelity of particle and gameplay effects including explosions, weapon impacts, and environmental elements. Has a moderate GPU cost in action-heavy scenes.
Foliage Quality
High
Heavy
Typical impact 5-20% · 12% fps cost
In ARC Raiders, we recommend Foliage Quality at High (12% fps cost).
Controls density, LOD transitions, and rendering quality for non-grass vegetation — trees, bushes, ferns, and vines. Higher settings increase the number of foliage instances, delay the transition from full 3D meshes to billboard imposters, and use higher-poly foliage meshes. In UE5 games using Nanite foliage, this controls the mesh cluster granularity and streaming distance. The primary cost drivers are massive overdraw from layered alpha-tested foliage cards and the high draw call count from thousands of individually-placed foliage instances.
In ARC Raiders: Dense Scandinavian forests with Nanite foliage. Ultra renders individual pine needles — visually stunning but extremely geometry-heavy.
Anti-Aliasing
TSR
Low cost
Typical impact 2-15% · 3% fps cost
In ARC Raiders, we recommend Anti-Aliasing at TSR (3% fps cost).
Smooths jagged edges (aliasing) on geometric boundaries. FXAA is a single-pass edge-detection blur — cheap but softens the image. TAA accumulates multiple frames using motion vectors, sampling sub-pixel jitter offsets to reconstruct smoother edges — moderate cost with potential ghosting. SMAA uses pattern-matching edge detection with a more intelligent blend. MSAA runs the rasterizer at 2x/4x the sample count, evaluating coverage for each triangle edge — expensive because it multiplies ROP work and render target memory, but produces sharp geometry edges without blur.
In ARC Raiders: Smooths jagged edges on geometric boundaries. FXAA is cheapest with a slight blur; TAA/TAAU are sharper with less shimmer; TSR/DLSS AA offer the best quality on supported hardware.
NVIDIA DLSS
Off
Low cost
Typical impact -30-80% · no measurable cost
In ARC Raiders, the recommended preset leaves NVIDIA DLSS off — little visual loss for the frames it returns.
Deep Learning Super Sampling — NVIDIA's AI-based temporal upscaling that runs on dedicated Tensor Core hardware. The engine renders at a lower internal resolution and feeds the reduced-resolution frame, motion vectors, and depth buffer to a neural network that reconstructs a high-resolution output. DLSS 3+ adds optical flow-based frame generation on Ada/Blackwell architectures. The FPS gain comes from rendering fewer pixels — Quality mode renders ~67% of native pixels, Performance ~50%, Ultra Performance ~33%.
In ARC Raiders: NVIDIA DLSS — an AI-based upscaling technology for NVIDIA RTX GPUs that renders at a lower resolution and uses machine learning to reconstruct a higher-quality image. Can significantly boost frame rates.
AMD FSR
Off
Low cost
Typical impact -25-70% · no measurable cost
In ARC Raiders, the recommended preset leaves AMD FSR off — little visual loss for the frames it returns.
FidelityFX Super Resolution — AMD's upscaling technology available on all GPUs. FSR 2.0+ uses temporal accumulation similar to TAA — it combines multiple jittered lower-resolution frames using motion vectors and a depth buffer to reconstruct a higher-resolution output via a multi-pass compute shader pipeline. The pipeline includes depth clip detection, motion vector dilation, luminance instability detection, and a reconstruction pass with Lanczos-based resampling. Unlike DLSS, FSR runs on standard compute units rather than dedicated AI hardware, working vendor-agnostically.
In ARC Raiders: AMD FidelityFX Super Resolution — a temporal upscaling technology available on all GPU brands. Renders at a lower resolution and reconstructs detail, trading some fine detail for improved frame rates.
Intel XeSS
Off
Low cost
Typical impact -25-65% · no measurable cost
In ARC Raiders, the recommended preset leaves Intel XeSS off — little visual loss for the frames it returns.
Intel Xe Super Sampling — a temporal upscaling technology that uses machine learning inference to reconstruct high-resolution frames from lower-resolution input. On Intel Arc GPUs, XeSS runs on dedicated XMX (Xe Matrix Extensions) AI accelerator hardware. On non-Intel GPUs, XeSS falls back to a DP4a (dot product of 4 8-bit integers) shader implementation that runs on standard compute units. The neural network takes the current low-resolution color buffer, motion vectors, depth, and responsive masks as input. Quality mode renders at ~77% of native, Performance at ~50%.
In ARC Raiders: Intel Xe Super Sampling — a temporal upscaling technology available across GPU vendors that uses machine learning to reconstruct detail from a lower render resolution.
Motion Blur
High
Low cost
Typical impact 1-5% · 2% fps cost
In ARC Raiders, we recommend Motion Blur at High (2% fps cost).
Applies directional blur to moving objects based on per-pixel motion vectors. The engine writes a motion vector buffer during the G-buffer pass — each pixel stores a 2D velocity derived from the difference between current and previous frame positions. The post-process shader samples the color buffer along each pixel's motion vector, averaging multiple taps to produce directional streaking. The cost is a single fullscreen pass with 8-16 dependent texture fetches per pixel. Many competitive players disable this for image clarity.
In ARC Raiders: Applies directional blur to fast-moving objects or during camera rotation. Adds cinematic motion feel; disabling it produces a crisper, sharper image which many competitive players prefer.
Depth of Field
On
Low cost
Typical impact 2-8% · 1% fps cost
In ARC Raiders, we recommend Depth of Field at On (1% fps cost).
Simulates camera lens focus by blurring pixels based on their distance from a focal plane. The depth buffer is sampled to determine each pixel's circle of confusion (CoC). A Gaussian or bokeh blur is applied with kernel size proportional to CoC. Higher quality modes use physically-based hexagonal or circular bokeh shapes via a gather pass. Cinematic mode may use separate near-field and far-field blur with smooth transitions. The cost scales with maximum CoC radius — large blur kernels require 32+ texture taps per pixel.
In ARC Raiders: Simulates camera lens focus by blurring pixels based on their distance from the focal plane. Primarily a cinematic effect; many players disable it for clearer gameplay visibility.