LEGO Batman: Legacy of the Dark Knight runs on Unreal Engine 5, bringing Lumen global illumination, Nanite virtual geometry, and Virtual Shadow Maps to Gotham City's brick-built skyline. The combination of dense LEGO brick geometry — thousands of individual stud-covered surfaces reflecting light simultaneously — and large open Gotham environments makes this a notably GPU-hungry title for its genre. Optimization is rated 3/5: TravellerTales-era polish meets UE5's demanding default settings, leaving real headroom to recover. VRAM requirements are driven by high-resolution LEGO surface texture atlases and Lumen radiance caches — expect 8 GB at 1080p, 10 GB at 1440p, and 14 GB at 4K. FSR, and XeSS are all supported, and Lumen is by far the single largest performance lever. Mid-range GPUs will want to address GI and shadow quality before touching anything else.
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 LEGO Batman: Legacy of the Dark Knight
Reference rig: RTX 4080 at 1440p, balanced preset. Values are accurate to LEGO Batman: Legacy of the Dark Knight's in-game options.
Texture Quality
High
Low cost
Typical impact 0-5% · 6% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Texture Quality at High (6% 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 LEGO Batman: Legacy of the Dark Knight: LEGO Batman's UE5 texture streaming pool is under significant pressure from the game's brick-surface atlases — each LEGO piece carries its own stud normal maps and painted-plastic albedo textures. At Ultra, these stream 4K mip levels for dozens of concurrent surface types. Stay at High unless you have 10 GB+ VRAM; dropping to Medium on 8 GB cards eliminates mid-level hitching when transitioning between Gotham's dense interior and exterior zones. FPS impact is minimal when VRAM is stable, but page-faulting during large scene transitions can cause noticeable stutter spikes.
Lighting Quality
High
Heavy
Typical impact 5-15% · 22% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Lighting Quality at High (22% fps cost).
Controls the overall fidelity of the deferred or forward+ lighting pipeline. Higher settings increase the maximum number of dynamic lights evaluated per tile/cluster in the light culling compute shader, enable higher-precision light attenuation functions, and may add area light support with linearly-transformed cosine (LTC) approximations. In clustered deferred renderers, this also affects the cluster grid resolution and the number of lights allowed per cluster before overflow.
In LEGO Batman: Legacy of the Dark Knight: Lighting quality controls the fidelity of UE5's global illumination pipeline. At Low and Medium, the game uses a baked radiance cache with limited dynamic update frequency — Gotham's neon-lit streets and interior villain lairs look flat in motion. High introduces dynamic GI probe updates. Epic activates full Lumen hardware GI, producing accurate indirect light bounce that is particularly noticeable in LEGO Batman's colourful indoor set pieces — toy-brick surfaces catch coloured light from adjacent blocks. The jump from High to Epic is the single most expensive step in the quality stack, accounting for roughly 15–20% additional GPU frame time on its own.
Shadow Quality
High
Heavy
Typical impact 8-25% · 12% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Shadow Quality at High (12% 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 LEGO Batman: Legacy of the Dark Knight: UE5 virtual shadow maps. High provides good shadow fidelity for dense Gotham environments. Ultra adds minimal visual improvement at a steep FPS cost — only worthwhile on RTX 5000-class hardware.
View Distance
High
Low cost
Typical impact 5-20% · 6% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend View Distance at High (6% fps cost).
Sets the maximum distance at which world geometry, props, and objects are rendered. The engine performs frustum culling and occlusion culling on all objects — increasing view distance dramatically increases the number of objects passing visibility tests, leading to more draw calls submitted to the GPU command processor. In UE5 titles, this also affects Nanite virtual geometry streaming range. The CPU cost of scene traversal and draw call submission often bottlenecks before the GPU at extreme view distances.
In LEGO Batman: Legacy of the Dark Knight: Determines how far Gotham's open-world geometry, props, and crowd elements remain in the draw call queue. Increasing beyond High forces the CPU scene traversal to process significantly more Nanite cluster draw ranges, and at Ultra the GPU must sustain full-resolution brick rendering for Gotham's background skyline even during street-level combat. On 8–10 GB VRAM cards, Ultra view distance also expands the resident texture streaming set, adding memory pressure. High is the recommended ceiling for 1440p — the visual difference beyond that distance is subtle given LEGO's naturally blocky art style.
Streaming Distance
High
Low cost
Typical impact 1-5% · 4% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Streaming Distance at High (4% fps cost).
Sets the radius at which the engine streams in high-detail assets. At higher distances the streaming system loads larger mesh LODs and higher-resolution textures earlier, reducing LOD pop-in at the cost of increased VRAM usage and streaming I/O. The engine maintains a priority queue of asset requests based on screen size and distance from the player. Higher streaming distance effectively increases the working set of assets resident in VRAM at any moment, which can cause stuttering if VRAM is insufficient.
In LEGO Batman: Legacy of the Dark Knight: Controls how far out the game streams in high-detail asset LODs. In LEGO Batman's open Gotham hub, a large streaming radius means more high-detail geometry and textures resident in VRAM at once — increasing both VRAM pressure and the frequency of streaming hitches when flying or fast-travelling. Low significantly reduces VRAM usage (useful on 8 GB cards at 1440p) but causes visible pop-in of distant buildings and props during fast traversal. Medium is a good compromise.
Material Quality
High
Low cost
Typical impact 3-8% · 6% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Material Quality at High (6% fps cost).
Determines the sophistication of the physically-based rendering (PBR) material model. Higher settings enable full multi-layer materials with clear-coat, anisotropic specular, and subsurface scattering approximations in the BRDF evaluation. Lower settings fall back to a simplified single-lobe Cook-Torrance model with fewer texture fetches per material. This impacts fragment shader instruction count and texture bandwidth during the G-buffer fill and deferred lighting resolve passes.
In LEGO Batman: Legacy of the Dark Knight: Controls the PBR material complexity for LEGO Batman's plastic-surface shading model. High and Ultra enable the full multi-layer BRDF with separate clear-coat pass simulating the glossy lacquer finish on LEGO bricks — visible on Batman's cape and the Batmobile's bodywork. Medium drops to a single-lobe GGX model, losing some of the wet-plastic sheen but saving 5–7% fragment shader cost per frame. The clear-coat layer in particular adds ALU pressure during the deferred lighting resolve over Gotham's reflective building facades.
LEGO Mesh Quality
High
Low cost
Typical impact 2-8% · 5% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend LEGO Mesh Quality at High (5% fps cost).
Controls the polygon count and detail of LEGO brick geometry. Higher settings use high-tessellation LEGO piece meshes with accurate stud geometry and interior tube details, matching the physical toy. The characteristic rounded edges of LEGO bricks require more triangles than plain boxes to render convincingly. In scenes with many assembled objects, the aggregate polygon count from thousands of detailed LEGO pieces can be substantial. Lower settings use simplified representations with baked normals to approximate the rounded appearance.
In LEGO Batman: Legacy of the Dark Knight: A LEGO-specific LOD setting that controls the geometric detail level of LEGO brick meshes — the stud geometry, brick seams, and edge chamfers that give LEGO its characteristic look. At Low, bricks use simplified meshes that lose the characteristic rounded stud profiles at moderate distances. At Epic, full-resolution brick geometry is maintained even for background props. The cost is primarily vertex throughput and draw call overhead from LEGO Batman's enormous brick counts — scenes like the Batcave or villain lairs with thousands of visible bricks see the most impact. High offers a good balance: stud detail visible on foreground objects, simplified on distant props.
Effect Quality
High
Low cost
Typical impact 3-15% · 6% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Effect Quality at High (6% 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 LEGO Batman: Legacy of the Dark Knight: Controls particle system density and GPU simulation for combat VFX — brick-shattering explosions, Batarang trails, and super-villain ability effects. At Ultra, shattered LEGO brick particles are individually lit mesh particles with dynamic point lights spawned per impact. At Low, explosions fall back to flat billboard sprites. The cost spikes most heavily during multi-enemy encounters in Gotham's crowded plaza combat arenas where overlapping particle overdraw from several simultaneous abilities can produce 3–5x transparent layer depth. Medium is the best efficiency tier for sustained heavy combat.
Reflections
High
Heavy
Typical impact 3-15% · 8% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Reflections at High (8% fps cost).
Master reflections quality control that governs the fidelity of surface reflections across the scene. Low uses cheap pre-baked cubemap probes. Medium enables screen-space reflections (SSR) tracing through the depth buffer. High increases SSR resolution and step count. Ultra may enable ray-traced reflections using hardware RT cores. Each tier increases GPU compute cost significantly as the reflection technique changes from lookups to ray marching to hardware rays.
In LEGO Batman: Legacy of the Dark Knight: Controls screen-space reflection quality in UE5. At Low, SSR uses fewer ray steps and a lower resolution reflection buffer — glossy surfaces like wet Gotham cobblestones and polished villain vehicles look flat. At Epic, SSR uses a high step count with better temporal stability, producing accurate reflections up to screen edge boundaries. SSR inherently cannot reflect off-screen content; those areas fall back to reflection captures. Roughly 6–10% GPU cost difference between Low and Epic in reflection-heavy interior sequences.
Post Processing
High
Low cost
Typical impact 1-6% · 3% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Post Processing at High (3% fps cost).
Master quality control for the post-processing pipeline applied after main scene rendering. Encompasses bloom, lens effects, colour grading, exposure adjustment, and other full-screen image processing passes. Higher settings increase the quality of each sub-pass — more bloom sample taps, higher-resolution exposure adaptation, more accurate colour grading LUT interpolation. At lower settings some post-processing passes may be skipped entirely. The total cost is the sum of all enabled post-process passes in the frame graph.
In LEGO Batman: Legacy of the Dark Knight: A bundle quality setting for UE5's post-process effects: depth of field, lens flares, color grading precision, and exposure adaptation speed. In LEGO Batman, the post-process pass contributes cinematic warmth to cutscenes and dramatic lighting shifts between Gotham's day and night cycles. Low simplifies or disables several of these sub-passes; Epic enables the full pipeline. GPU cost is relatively low (3–5% frame time) — this is one setting that can stay at Epic without significant performance impact on most hardware.
Anisotropic Filtering
16x
Low cost
Typical impact 0-1% · 2% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Anisotropic Filtering at 16x (2% fps cost).
A dedicated anisotropic texture filtering control that adjusts the maximum number of additional texture samples taken per pixel for surfaces at steep viewing angles. At 16x, up to 16 taps are taken along the anisotropy axis in the texture unit hardware. This computation is overlapped with ALU work in the shader pipeline, so even maximum settings cost virtually nothing on modern architectures. The visual payoff is significant — eliminates blurriness on ground planes and distant walls.
In LEGO Batman: Legacy of the Dark Knight: AF sharpens textures viewed at oblique angles — LEGO floors, brick walls, and road surfaces receding into the distance. The numeric scale (1×–16×) maps to anisotropy sample count: 1× is bilinear, 16× is maximum. On modern GPUs, the cost difference between 4× and 16× is minimal (primarily texture cache bandwidth, not shader work). Leave this at 16× unless you are extremely VRAM-constrained — the visual improvement from 1× to 16× is significant and the performance cost negligible.
Distance Field Ambient Occlusion
Low
Low cost
Typical impact 3-10% · 5% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Distance Field Ambient Occlusion at Low (5% fps cost).
Computes ambient occlusion using signed distance fields (SDFs) generated from scene geometry. Unlike screen-space AO, DFAO works on world-space SDFs and is not limited to on-screen geometry — it produces consistent AO even as the camera pans. SDFs represent each mesh as a 3D grid of minimum distances to the nearest surface, enabling fast sphere-cast queries. The GPU samples multiple SDF volumes per pixel and accumulates occlusion. The SDF build cost is paid once per mesh LOD change; per-frame cost is the sampling.
In LEGO Batman: Legacy of the Dark Knight: Distance Field Ambient Occlusion uses UE5's signed distance field representation of scene geometry to compute large-scale soft ambient occlusion at distances beyond what screen-space AO can reach. In LEGO Batman, this most visibly affects character contact shadows on the ground and the ambient shading under building overhangs in the open-world hub. Low uses a coarser SDF sampling pass; High uses full-resolution DFAO. Off disables it entirely, relying on SSAO alone. DFAO at High adds roughly 5–10% GPU cost in open areas — consider setting it to Low if you're GPU-limited.
Population Quality
High
Low cost
Typical impact 2-8% · 6% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Population Quality at High (6% fps cost).
Controls the visual detail of NPC characters in the world — crowd members, pedestrians, and ambient population. Higher settings use higher-polygon character meshes, enable per-NPC physics (cloth, hair), and use more varied texture atlases to reduce repeated appearances. Lower settings use LOD-reduced meshes with baked lighting, fewer animation bones, and blended crowd shaders that render many NPCs in a single instanced draw call. The GPU cost of high-quality NPC rendering scales linearly with crowd density.
In LEGO Batman: Legacy of the Dark Knight: Controls Gotham's NPC crowd density — the number of background citizens, vehicles, and ambient pedestrian agents in the open-world hub. High populates the streets with a full density of NPCs; Low reduces them significantly, which is noticeably sparse in the main shopping and entertainment districts. The cost is primarily CPU draw call submission and physics simulation budget rather than GPU shader time — this setting has a larger impact on CPU-bound scenarios than GPU-bound ones. On CPUs with fewer than eight cores, dropping from High to Low can relieve a CPU bottleneck in densely populated hub areas.
Anti-Aliasing
TSR
Low cost
Typical impact 2-15% · 3% fps cost
In LEGO Batman: Legacy of the Dark Knight, 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 LEGO Batman: Legacy of the Dark Knight: FXAA is a fast spatial filter that softens jagged edges without temporal accumulation — cheapest but produces a noticeably softer image, especially on LEGO brickwork edges and text. TAAU is UE5's temporal anti-aliasing with upscaling support, providing good temporal stability at a moderate cost — a solid middle ground for mid-range hardware. TSR (Temporal Super Resolution) is UE5's high-quality temporal reconstruction pass, producing near-native image quality with better edge stability and less ghosting than TAAU, but at higher GPU cost. TSR is recommended if your framerate budget allows — it makes the most of LEGO Batman's highly geometric, brick-dense scenes where aliasing on hard edges is most noticeable.
AMD FSR
Native AA
Low cost
Typical impact -25-70% · no measurable cost
In LEGO Batman: Legacy of the Dark Knight, AMD FSR has no Off toggle — Native AA is the menu default. On GPUs where it isn't supported the control is greyed out in-game; use the vendor-matched upscaler instead.
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 LEGO Batman: Legacy of the Dark Knight: FSR 3 is the upscaler for non-NVIDIA hardware (and AMD GPU users on any platform). Native AA renders at full resolution and uses FSR's spatial AA pass — effectively the 'off' mode for upscaling. Quality mode renders at 67% of native linear resolution; at 1440p that is approximately 960p. Given UE5's GPU demands in LEGO Batman's open Gotham hub areas, FSR Quality provides a meaningful frametime reduction with acceptable image quality. Ultra Performance (33% resolution) is a last resort — LEGO's clean geometric style holds up better than photorealistic games at aggressive upscaling ratios, making this more viable here than in most titles.
Intel XeSS
Off
Low cost
Typical impact -25-65% · no measurable cost
In LEGO Batman: Legacy of the Dark Knight, 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 LEGO Batman: Legacy of the Dark Knight: Intel XeSS 2.0 is available alongside FSR — use it on Intel Arc GPUs or if you prefer XeSS's reconstruction quality on non-Arc hardware (XeSS runs in generic mode without Arc's XMX hardware). Off renders at full resolution. Quality through Ultra Performance follow the same resolution scaling ladder as FSR. Level names are based on standard XeSS 2.0 — confirm in-game if exact naming differs. On Arc hardware, XeSS quality typically matches or slightly exceeds FSR at equivalent modes.
Frame Generation
Off
Low cost
Typical impact -30-80% · no measurable cost
In LEGO Batman: Legacy of the Dark Knight, the recommended preset leaves Frame Generation off — little visual loss for the frames it returns.
Synthesizes entirely new intermediate frames between real rendered frames using optical flow analysis. DLSS Frame Generation (NVIDIA Ada+) uses the Optical Flow Accelerator hardware to compute per-pixel motion between consecutive frames, then a neural network generates a synthetic frame by warping and blending the two surrounding real frames. AMD FSR Frame Generation uses a software-based optical flow compute shader implementation. The generated frame is inserted between real frames, effectively doubling perceived framerate. The trade-off is approximately 1 frame of additional display latency and potential artifacts on fast-moving objects where optical flow estimation fails.
In LEGO Batman: Legacy of the Dark Knight: Enables FSR Frame Interpolation (for AMD and non-NVIDIA users) or Intel XeSS Frame Generation. These synthesise additional frames between real rendered frames using optical flow analysis, roughly doubling the perceived output framerate at the cost of some input latency. Frame gen is most effective when the base render is already above ~40fps — below that threshold, the motion estimation artefacts become visible during fast pans across Gotham's dense brick environments. There is no Nvidia Reflex equivalent here to offset the latency penalty, so competitive or fast-reaction gameplay feels more sluggish with frame gen enabled. For exploration and cinematic content it is worthwhile.
Fullscreen Effects
On
Low cost
Typical impact 0-3% · 2% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Fullscreen Effects at On (2% fps cost).
Controls overlay effects that composite over the entire rendered frame — hit effects, screen damage, dirt overlays, and HUD shaders. These effects render as fullscreen quads in front of the scene using additive or alpha-blended compositing. Higher quality enables more layered effects simultaneously, uses higher-opacity or higher-resolution overlay textures, and applies per-pixel distortion for effects like concussion blur. At lowest settings, many overlay effects are disabled or replaced with simplified 2D UI indicators.
In LEGO Batman: Legacy of the Dark Knight: Master On/Off toggle for the entire Full Screen Effects category. Disabling it turns off motion blur, vignette, weather effects, repeating visual effects, bloom, and screen space AO simultaneously. GPU savings from disabling all FSE effects combined are roughly 5–8% frame time. Useful for a one-switch 'competitive mode' that removes all image processing overlays. If you want fine control, leave this On and toggle individual sub-settings instead.
Motion Blur
On
Low cost
Typical impact 1-5% · 1% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Motion Blur at On (1% 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 LEGO Batman: Legacy of the Dark Knight: A simple On/Off toggle in the Full Screen Effects category. GPU cost is negligible. Disable it if you want the sharpest image during fast camera movement or action sequences — personal preference only.
Vignette
On
Low cost
Typical impact 0% · no measurable cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Vignette at On (no measurable cost).
Darkens the corners and edges of the screen to simulate optical vignetting from camera lenses. The shader computes a radial falloff from screen center using a smooth polynomial function, then multiplies it into the final color. This is a single multiply-add operation per pixel in the composite pass — the cost is unmeasurable on modern GPUs. It exists purely for cinematic aesthetic preference.
In LEGO Batman: Legacy of the Dark Knight: Darkens the screen edges to draw focus toward the centre. A pure post-process overlay with negligible GPU cost. Personal preference — some find it adds cinematic atmosphere to LEGO Batman's dramatic set pieces; others prefer the full unobstructed image.
Weather Effects
On
Low cost
Typical impact 2-10% · 3% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Weather Effects at On (3% fps cost).
Controls the fidelity of dynamic weather — rain, snow, wind, and storm effects. Higher settings increase particle density for precipitation, enable wet surface material transitions (rain darkening surfaces, puddle formation via render textures), add wind geometry deformation on vegetation, and use volumetric rendering for fog and low-visibility conditions. The cost scales with precipitation density since rain requires thousands of particle sprites each with depth testing, plus the material cost of wet-surface shaders across the entire scene.
In LEGO Batman: Legacy of the Dark Knight: Controls Gotham's rain, wind-driven debris, and atmospheric fog particle systems in outdoor hub areas. At On, rain events include fullscreen rain overlay, puddle ripple simulation, and volumetric fog patches. GPU cost is moderate — roughly 2–3% frame time in weather-active sequences, negligible during clear skies. The weather system is one of the atmospheric highlights of LEGO Batman's Gotham — recommended to keep On unless you need every frame.
Repeating Visual Effects
On
Low cost
Typical impact 1-5% · 2% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Repeating Visual Effects at On (2% fps cost).
Sets the quality of looping ambient visual effects such as falling leaves, ambient particles, crowd idle animations, and background atmospheric movement. These effects are rendered continuously in the background and cannot be culled since they cover large world-space areas. Higher settings increase particle density, enable per-particle physics (gravity, wind response), and use higher-resolution effect textures. The key cost driver is overdraw — many translucent particles layered over the scene multiply fill rate requirements.
In LEGO Batman: Legacy of the Dark Knight: Controls looping ambient VFX — neon sign flicker, exhaust steam from subway grates, Batcave equipment animations, and ambient particle systems that play on a continuous loop throughout Gotham. At Off, these loop animations are suppressed, making the world feel more static. GPU cost is roughly 1–2% frame time in areas with heavy ambient VFX density. A minor saving for a noticeable atmosphere loss.
Bloom
On
Low cost
Typical impact 0-3% · 1% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Bloom at On (1% fps cost).
Produces a glow around bright light sources by extracting pixels above a brightness threshold and blurring them back into the scene. The implementation uses a bright-pass filter, followed by progressive downsampling with Gaussian blur at each mip level (4-6 levels), then re-compositing the blurred mips into the original image. The multi-pass nature means multiple fullscreen reads/writes, but each successive pass operates on a smaller buffer. Total cost is modest due to separable Gaussian implementation.
In LEGO Batman: Legacy of the Dark Knight: UE5's bloom pass adds a soft halo of light around bright emissive surfaces — neon signs, the Batsignal, weapon muzzle flashes, and LEGO's characteristic bright-coloured block surfaces. GPU cost is negligible (post-process pass). Disable if you prefer a cleaner, less cinematic image; keep On for the intended LEGO Batman art direction.
Screen-Space Ambient Occlusion
On
Low cost
Typical impact 2-8% · 4% fps cost
In LEGO Batman: Legacy of the Dark Knight, we recommend Screen-Space Ambient Occlusion at On (4% fps cost).
Computes ambient occlusion in screen space by sampling the depth buffer around each pixel to detect nearby occluders. Where the depth buffer shows geometry in a hemisphere around a surface point, that point receives darkening proportional to how much it is surrounded. Higher quality increases the sample hemisphere radius and sample count, reducing noise at the cost of more depth buffer lookups and blending operations. Adds perceptual depth to contact points like wall-floor junctions and crevices.
In LEGO Batman: Legacy of the Dark Knight: SSAO adds contact-shadow detail at short range — darkening crevices between LEGO bricks, character feet on the ground, and prop contact points. Distinct from Distance Field AO (which handles larger-scale indirect shading). At On, SSAO runs as a fullscreen compute pass using a horizon-based algorithm. GPU cost is roughly 3–4% frame time. Off noticeably flattens close-range surfaces; the combination of SSAO On and Distance Field AO at Low is a good balance between quality and performance.