Simulate FPS as You Adjust Each Setting
Results
Visualization
How It Works
Each setting has an illustrative weight toward total GPU load: effects 25%, shadows 20%, anti-aliasing 20%, post-processing 15%, textures 10%, plus a 10% fixed base that you cannot remove. Total load equals 0.10 plus the weighted sum of each slider percentage. FPS scales inversely with load: FPS = High-preset FPS / total load. The chart traces FPS as a single overall quality level moves from 30% to 100% so you can see the curve shape.
What Should You Do?
If you need more FPS, cut effects and shadows first, they carry the largest weights. Textures barely affect FPS, so keep them high unless you are VRAM-limited. Anti-aliasing is a moderate cost; drop it a notch before touching shadows. Always re-check that your new FPS still clears your target refresh.
Frequently Asked Questions
Why do textures barely matter for FPS?
In this model textures are weighted only 10% and mostly affect VRAM, not frame rate, unless you exceed your GPU memory.
Are these weights accurate per game?
No. They are illustrative averages. Real weightings differ a lot by engine; use this to understand direction, not exact numbers.
What is the 10% base load?
It represents fixed CPU and engine overhead you cannot turn off, so FPS never scales to infinity as you lower settings.
Should I lower everything to 30%?
Only if you need maximum FPS. Targeted cuts (effects, shadows, AA) usually free enough frames while keeping the game looking good.
Does this include upscaling?
No, it models native settings only. Combine with the DLSS/FSR tool to estimate upscaling gains on top.