What are your PC specs?
AMD Ryzen 7 9800X3D 8 Core Processor NVIDIA RTX 4060 TI 32GB RAM DDR5 3TB storage (2 SSD Internal) Motherboard MSI PRO X870E-P
Intel
PC specs, controller settings, and competitive graphics guidance for Gears of War: E-Day. Hardware differs — use these as references and tune for your setup.
AMD Ryzen 7 9800X3D 8 Core Processor NVIDIA RTX 4060 TI 32GB RAM DDR5 3TB storage (2 SSD Internal) Motherboard MSI PRO X870E-P
Hardware is personal. These presets are a starting point for your PC — not a one-size-fits-all recipe. Start with the closest tier, then tune with the priority list.
This guide prioritizes stable 60+ FPS, maximum visual clarity, and strong competitive cues for Versus / Horde. Clarity-killing effects are off in every tier. Raise quality only where it helps readability, depth, or environmental info.
| Topic | Detail |
|---|---|
| Frame Generation | Disabled in beta (returns at launch) |
| Framerate cap | ~150 FPS (temporary) |
| Drivers | NVIDIA 610.74+ · AMD 26.6.4+ · Intel 101.8864+ |
| Engine | Unreal Engine 5 (Lumen, Nanite, MegaLights) |
Target FPS (30 / 60 / 90) only works when Upscaling Quality is Dynamic.
| Mode | Target FPS |
|---|---|
| Dynamic | On — internal resolution adjusts on the fly |
| Native / Quality / Balanced / Performance / Ultra Performance | Off — use Max FPS + fixed quality only |
Apply these on every hardware tier:
| Setting | Value | Why |
|---|---|---|
| Motion Blur | Off | Clarity & tracking |
| Chromatic Aberration | Off | Edge distortion |
| Depth of Field | Low | Soft targets hurt acquisition |
| Variable Rate Shading | On | Free performance |
| Hair Strands | Off | Cost with no competitive value |
| Frame Generation | Off | Beta-disabled; test later (latency) |
Use this when deciding what to protect vs cut:
| Setting | Competitive | Visual | Notes |
|---|---|---|---|
| Upscaling method & quality | Very high | High | Biggest FPS lever. Prefer Dynamic + Target FPS; fixed Quality/Balanced for consistent sharpness |
| Target FPS / Max FPS | Very high | None | Dynamic Target FPS steadies frametimes; Max FPS caps GPU load |
| Geometry | High | High | Cover/LOD detail; expensive |
| Global Illumination | High | Very high | Heavy; keep moderate for competitive |
| Postprocessing | High | Medium–high | Soft filters / bloom hurt edges |
| Volumetric Fog | High | High | Hides enemies & cover — keep low–medium |
| Ray Traced / Sunlight Shadows | High | High | Silhouette & cover; Medium is baseline |
| Variable Rate Shading | High | Very low | Always on |
| Motion Blur / CA / DoF | Critical off | — | Actively hurt target acquisition (DoF → Low) |
| Textures | Medium–high | High | Readability; drop first if VRAM-limited |
| Animation Quality | Medium–high | Medium | Enemy movement readability |
| Effects | Medium | High | Particles can obscure fights |
| Reflections | Medium | High | Spatial awareness; Medium usually enough |
| Ray Tracing Geometry | Medium | Medium–high | RT mesh cost |
| Detail Objects | Medium | Medium | Minor cover cues on mid/high PCs |
| Subsurface Scattering | Low | Medium | Cosmetic |
Match the tier to your hardware, then refine for resolution and refresh rate.
| Setting | Value | Note |
|---|---|---|
| Upscaling Method | Best available (DLSS / FSR / XeSS / TSR) | Performance critical |
| Upscaling Quality | Dynamic | Enables Target FPS |
| Target FPS | 60 | Consistency first |
| Max FPS | 60–90 or monitor limit | Avoids extra load |
| Effects | Low–Medium | Less visual noise |
| Textures | Medium | VRAM vs clarity |
| Geometry | Low–Medium | Cover vs cost |
| Postprocessing | Low–Medium | Clean image |
| Motion Blur | Off | Clarity |
| Depth of Field | Low | Clarity |
| Global Illumination | Low | Prioritize FPS |
| Reflections | Low–Medium | Light spatial cues |
| Ray Tracing Geometry | Low | Cost control |
| Hair Strands | Off | No competitive value |
| Detail Objects | Off | Save performance |
| Volumetric Fog | Low | Visibility |
| Ray Traced Shadows | Low–Medium | Silhouettes |
| Sunlight Shadows | Medium | Depth / cover |
| Subsurface Scattering | Low | Cosmetic |
| Variable Rate Shading | On | Free FPS |
| Chromatic Aberration | Off | Clarity |
| Animation Quality | Medium | Movement read |
Fixed-quality alternative: Performance or Balanced + Max FPS 60–90 (no Target FPS).
| Setting | Value | Note |
|---|---|---|
| Upscaling Method | Best available | Performance critical |
| Upscaling Quality | Dynamic or Quality | Dynamic preferred |
| Target FPS | 60 or 90 (if Dynamic) | Consistency |
| Max FPS | Refresh rate or 120–144 | Smooth frametimes |
| Effects | Medium–High | Controlled noise |
| Textures | High | Surface readability |
| Geometry | Medium–High | Cover clarity |
| Postprocessing | Medium | Avoid soft filters |
| Motion Blur | Off | Clarity |
| Depth of Field | Low | Clarity |
| Global Illumination | Medium | Lighting consistency |
| Reflections | Medium | Spatial awareness |
| Ray Tracing Geometry | Medium | Balanced cost |
| Hair Strands | Off | No competitive value |
| Detail Objects | On | Minor cover cues |
| Volumetric Fog | Medium | Visibility vs mood |
| Ray Traced Shadows | Medium | Silhouettes |
| Sunlight Shadows | High | Depth cues |
| Subsurface Scattering | Medium | Cosmetic |
| Variable Rate Shading | On | Free FPS |
| Chromatic Aberration | Off | Clarity |
| Animation Quality | High | Enemy tracking |
Fixed-quality alternative: Quality or Balanced (no Target FPS).
| Setting | Value | Note |
|---|---|---|
| Upscaling Method | Best available | Performance critical |
| Upscaling Quality | Dynamic, Quality, or Native | Dynamic for Target FPS |
| Target FPS | 90 (if Dynamic) | High consistency |
| Max FPS | Monitor refresh (or ~150) | High-refresh smooth |
| Effects | High | Still avoid excess noise |
| Textures | Ultra | Max surface clarity |
| Geometry | High–Ultra | Cover / object detail |
| Postprocessing | Medium–High | Keep edges sharp |
| Motion Blur | Off | Clarity |
| Depth of Field | Low | Clarity |
| Global Illumination | High | Lighting consistency |
| Reflections | High | Spatial awareness |
| Ray Tracing Geometry | High | Higher RT fidelity |
| Hair Strands | Off (On only if FPS allows) | Low competitive value |
| Detail Objects | On | Environmental cues |
| Volumetric Fog | Medium–High | Prefer Medium for fights |
| Ray Traced Shadows | High | Silhouette / cover |
| Sunlight Shadows | High–Ultra | Depth readability |
| Subsurface Scattering | High | Cosmetic |
| Variable Rate Shading | On | Free FPS |
| Chromatic Aberration | Off | Clarity |
| Animation Quality | Ultra | Best movement clarity |
Skip “ludicrous” stacks for competitive play (Ultra textures + Native + max RT). They often cost lag, VRAM, or headroom you need for consistency.
When FPS or clarity feels wrong, adjust in this order:
| Platform | Focus |
|---|---|
| AMD | Anti-Lag + FSR; keep heavy RT modest unless RX 7000-class has headroom |
| NVIDIA | DLSS + Reflex |
| Console / cross-play | Many options fixed — prioritize shared dials like Fog and Shadows when available |
| Problem | What to try |
|---|---|
| Stutter / lag | VRAM: Geometry → Textures → Effects. CPU hot: lower Animation or GI. Update drivers (see Beta limitations). |
| Low FPS on “high” settings | If VRAM >90%, cut Geometry/Textures. Disable RT Shadows/Geometry under 60 FPS. If Dynamic feels unstable, use fixed Quality. |
| Latency with Frame Gen | Keep Reflex on; turn Frame Gen off if aim feels delayed. |
These presets are a competitive baseline, not a final grade. Start with the closest tier, tune for your resolution and refresh rate, and always validate in Versus / Horde — paper settings have to survive real fights.