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More FPS without
losing what matters

A tree's shadow doesn't make you faster. Seeing the braking board does. Graphics settings are about deciding that.

Hardware 9 August 2026 8 min read By the assettocorsaevo.es team
Criterion

The average lies: watch stability

The big number your counter shows is an average, and the average hides exactly what bothers you.

A machine running at 90 frames that drops to 45 at the start drives worse than one locked at 60. Because the stutter always arrives at the worst moment: when there are twenty cars around you, which is when you need the most precision.

So the goal isn't "more FPS". It's never dropping. Two practical consequences:

Cuts

What to lower first

In order of what gives back most for the least cost to driving:

  1. Shadows and shadow quality. Among the most expensive things there is and among the most useless for driving. Always the first cut.
  2. Ambient occlusion. Contact shading. Pretty, expensive, dispensable.
  3. Reflections. Lower their resolution and update frequency.
  4. Post-processing: motion blur, depth of field, lens flare. As well as costing performance, they get in the way.
  5. Particle and smoke quality. Little real visual impact, high cost at starts and spins.
  6. Excessive multisampling. Drop a step before touching anything important.
Untouchable

What never to touch

These settings aren't decoration: they're information you need to drive.

The big one

The setting that gives back most in a race

If you can only change one thing: the number of visible cars.

Every car on screen costs geometry, shadows, reflections and physics. It's the setting that explains why you're smooth alone and stuttering at the start.

How to use it sensibly:

And something almost nobody checks: overlay apps. Telemetry, dashboards, live graphs. Each one is drawn every frame. Keep the two you actually use and close the rest.

Method

A twenty-minute method

  1. Starting point: the medium preset, not high.
  2. Measure in the worst case: a race with a full grid, rain if possible. Not a solo lap.
  3. Cut the cheap block: shadows, occlusion, post-processing. Measure again.
  4. Adjust visible cars until the minimum at the start is stable.
  5. Cap the frame rate at something you always hold.
  6. Raise what you do see: draw distance and anti-aliasing, while the minimum holds.

Proof you got it right: you do a start with a full grid and feel no stutter at all. If that's true, anything else you could raise is optional.

If you're on VR or triples the bar is higher: covered in triples or VR. And if the machine is short to begin with, check the requirements before spending.

Questions

Frequently asked

How many FPS do I need for sim racing?

Stable above your screen's refresh rate is ideal. A locked sixty drives better than ninety that swings: what ruins a braking zone is the stutter, not the average.

Can I turn mirrors off for performance?

Don't turn them off: you need them to race with people. What you can do is lower their resolution and update frequency, which gives back nearly as much.

Does capping the frame rate help?

Quite a lot. A stable cap avoids peaks and troughs and makes delivery uniform, which is what you perceive as smoothness.

Can I lower the render resolution?

Yes, and it's one of the biggest gains. But be careful: drop it too far and distant cars and boards become unreadable, which costs lap time.

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