Hell Let Loose Vietnam Playtest FPS Optimization & Full Breakdown Comparison
Hell Let Looose Vietname Playtest 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. 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.
Image Reconstruction
You have DLSS and TSR as an option. During the playtest there was no XeSS or AMD FSR.
As long as you’re more GPU-limited, 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 will give you superiour quality with similar performance.
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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
Shadow map resolution and filtering. Often one of the largest FPS levers in UE titles, and here it is no different. Low is the only quality where noticable loss in shadow quality occurs. The rest seem very 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.
Film Grain
Film grain adds a cinematic noise overlay. It is mostly a post-process effect and typically has a small performance cost. In my testing, it did have a performance increase turning it off. This may be a quirk with the current render pipeline, or inconsistencies in my testing.
Regardless, turning ON film grain should result in higher quality recordings and streams as it forces video encoders to work harder with more information changing. This is where most of the objective change will come compared to the subjective look film grain adds.
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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 option arguably has the largest impact on how the game looks. I truly love how the quality is drastically improved with HW Lumen enabled - However performance will be impacted. As long as you’re getting more than enough FPS to play comfortably and can enable this option, consider doing so!
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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
Particle and effects quality changes how dense explosions, smoke, and debris appear in firefights. During testing this didn’t have anywhere as much effect on explosion looks as explosions on different materials had.
To the left of the images you can see leaves falling from trees - These as well has no difference.
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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 controls indirect lighting quality. Higher settings improve realism at a significant GPU cost.
While there is little difference in Medium+, Low drops the quality significantly and can greatly increase visibility in dark areas like the insides of buildings. If you struggle with seeing into buildings, consider lowing this to Low.
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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
There is basically no difference visual-wise unless you’re on Low. Have this on anything but Low and enjoy.
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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 vingetting I see no difference visually. For the performance improvement from Medium to High, consider keeping this on the lower end.
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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
There is an incredibly small difference in quality visuals-wise changing this option. Most of the change in the image comparison will come from the quickly changing light conditions.
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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
This should add contact shadows on objects and the environment. In the comparison images you will see a change on the sandbags to the right.
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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
There is almost no difference visuals-wise changing this. Leave it on the higher options and it should be fine.
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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
VRAM and texture streaming budget. Lower settings reduce distant surface detail.
While raising texture quality is usually a free performance boost, here I didn’t see much change in terms of how textures look. If you have more VRAM than the game is using, consider upping this option for a ‘free’ quality boost.
The only time this will cause massive frame drops and inconsistency is when your VRAM budget is used up, and this option is too high - causing textures to be swapped into and out of VRAM. If you have headroom above, there should be no issue raising 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.
Low Latency
Nvidia Reflex Low Latency should lower the input latency time without an impact on FPS. Here it seems to hold true. Enable this for better input latency, and if you have a much lower-powered CPU consider On + Boost.
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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
A lot of this game is close-range with the distance completely occluded by the treeline. Changing this in the Playtest there was almost no difference, but I would assume there are fewer objects loaded in the distance. Maybe in the future where there are maps with bigger verticality the difference should be much more noticable.
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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.
Foliage Quality
Even though there is tons of foliage being based in Vietnam, there is almost no impact on visuals - with most of the change between screenshots coming from a change in the in-game time.
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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
Camera motion blur during movement. The screenshots were taken while I was smoothly and consistently moving the mouse, however no motion blur was observed - Neither on the playermodel or in the distance. Motion Blur might be broken in the current version, or only apply to moving objects - Neither of which I could really observe throughout 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.