Hell Let Loose Vietnam FPS Optimization & Full Breakdown Comparison
Hell Let Looose Vietname Optimization and FPS breakdown. Get the best performance while keeping the highest quality.
This is the full breakdown of every graphics option in Hell Let Loose Vietnam (The full release!). From what matters most to the least-impactful option. You can squeeze more FPS out of the game without having to lower your quality that much!
This list is ordered from highest to lowest FPS impact. Changing a few options even on the higher presets should result in a huge performance increase.
Unfortunately there is only a handful of FPS gain you can get from changing graphics options here as with other games nowadays, with most of the impact coming from Upscaling.
Master Quality
I’m quite sure this option was missing on the beta, however, now Master Quality is available and results are the largest FPS improvement other than Image Reconstruction. On my 3080 Ti this game went from 91 to 138 FPS - which is already a HUGE improvement over the beta (all without ANY upscaling!).
Combine this with upscaling for an even bigger FPS improvement
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Image Reconstruction
DLSS and TSR are still the only options (besides FXAA). There is no FSR or XeSS.
If you’re GPU-limited then you should see a good gain in FPS.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
DLSS
DLSS gives you better quality with similar performance to TSR. FPS differences should be comparable.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
FX Quality
During the test, Film Grain had the biggest impact on FPS performance. However, that option is now removed. In its place, the FX Quality has a much larger impact on performance than in the beta. Likely including said film grain as well as the other options from that.
Particle and effects quality changes how dense explosions, smoke and debris appear in firefights. This still doesn’t have much impact during general gameplay.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Reflection Quality
Similar to the beta, there’s almost no visual change unless you’re on low. The rest of them are very comparable. However, the difference between these has increased quite a bit, meaning that you should definitely consider playing on Medium instead of the higher options.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Hardware Lumen
This previously had the largest performance impact outside of upscaling. However, now Hardware lumen seems to be quite a bit less taxing, likely due to relieved GPU-stress previously applied by other settings and general optimizations. If you like the look, have it on.
The biggest visual changes come from shadows, as seen inside buildings and nearby objects.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Landscape Quality
The FPS change observed during testing I’m quite sure it has to do with factors other than landscae quantity, which we’re benchmarking here. When revisiting these, there’s less of a difference than here - Especially considering that changing this option doesn’t result in much visual change nor FPS impact. Most of it comes from time change with lighting due to clouds.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Post Process Quality
Besides the truck that offset my position at low, everything else is almost exactly the same in terms of looks. The setting results in almost no FPS impact, and the same goes for visual.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
SSAO
Screen Space Ambient Occlusion mainly has to do with shadows cast by objects on other objects. You can see them at the bottom of barrels, sacks and things like that here. However, most of the visual difference only comes from low to off. Otherwise FPS is basically exactly the same, which is also true for visuals.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Motion Blur
Motion blur was seemingly broken during the test, however now on full release this seems to be fully working. As you can see in the screenshot, I was holding the analog stick fully to the right causing all of this motion blur. Set this as you see fit. Performance wise there should only be a small performance improvement by disabling this.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shading Quality
Shading quality, much like the test, has almost no visual impact. However, performance wise there is a small jump between high and medium. So have the set to Epic or medium and that’s that.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Global Illumination
Global illumination had a sizable impact during the test in FPS and visuals, and it mainly had to do with lighting indoors, et cetera. However, that seems to have much less of an impact here, if not none at all. This might be temporarily broken to be fixed later.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
View Distance
While incredibly difficult to find a high piece of ground above large open plains, this is the best I could do with helicopters and things flying in the background. There’s basically no FPS difference between any of these settings, so have it set as you see fit. Assuming you’re not running into VRAM issues, this setting will likely perform similarly on your system
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Shadow Quality
With the clouds changing most of the shadows during testing, the main difference comes between medium and low where shadows from boxes and things like that seem to vanish, with only more important shadows kept from bigger objects, trucks and buildings, et cetera.
That being said, during the test has had a much larger impact on performance lowering this. However, here it seems to be very even across the board, even if some shadows are removed on low. This may be temporarily broken.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Texture Quality
This option is usually a freebie to raise if you’ve got more VRAM available, and that’s no different here. If you’ve got any extra VRAM on your system, consider cranking this option for what is usually quite a noticable improvement on visual clarity.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.
Low Latency
NVIDIA Reflex low latency should lower input latency without an impact to FPS, and here that of course holds true. Set this to Enable on basically all Nvidia systems, and Boost (which is usually On + Boost) on systems with lower-powered CPUs.
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Click a setting to swap it in — each click replaces the older of the two picks. The images always follow the button order, left to right.