Low vs Medium vs High vs Ultra Compared
Results
Visualization
How It Works
We reuse the parametric FPS model: FPS = 60 x GPU index / game demand x resolution factor x preset factor, with preset factors Ultra 0.7, High 1.0, Medium 1.2, Low 1.6. The four tiers are computed for your exact GPU, game, and resolution. The recommended tier logic prefers High when it clears 60 fps, moves to Ultra only when Ultra is within 15% of High (so the visual gain is worth the cost), otherwise drops toward Medium or Low.
What Should You Do?
High is the default sweet spot on most systems. Choose Ultra only on a strong GPU at 1080p or 1440p where you can still hold your refresh rate. Choose Medium or Low for competitive play or weak hardware. Remember the visual difference between High and Ultra is usually smaller than the FPS gap suggests.
Frequently Asked Questions
Which tier is the best balance?
High, in most cases. It preserves nearly all visible detail while costing far less FPS than Ultra.
Why is Ultra not always recommended?
Ultra often spends 25-35% more FPS for shadows, reflections, and effects that are hard to notice, especially at higher resolutions.
Do these tiers mean the same in every game?
No. Naming is similar but the actual settings differ per title; the model uses a single relative factor per tier for planning.
Should I lock 60 fps before raising tiers?
Yes. Hold your target refresh first, then raise tiers only if FPS headroom remains.
How does this relate to upscaling?
Upscaling (DLSS/FSR) can let you run a higher tier at the same FPS. Compare with the upscaling tool.