For a practical ARC Raiders starting setup, preserve native display resolution, turn Motion Blur off, keep enough view distance to identify distant threats, make effects audible without letting music mask them, and bind dodge, interact, items, ping, and shoulder swap where they are easy to reach. Then adjust one setting at a time while comparing the same scene. There is no verified universal preset or measured FPS winner in the available sources, and the best balance depends on your hardware, display, and input device.
One important distinction: the limited PvE-only matchmaking test ended on October 20, 2026. Its temporary rules are not current settings. These recommendations are for spotting and responding to ARC threats in the currently documented game, whether you play on PC or console.
Which ARC Raiders settings should you change first?
Start with settings that can improve readability or comfort without assuming a particular graphics card or display. Make a baseline pass, play in a representative area, and change only one or two options before comparing again. That makes it easier to tell whether a change helped or merely made the image different.
- Keep the output at your display’s native resolution. If the current menu offers Upscaled Resolution, begin at 100%. Treat Render Resolution and upscaling as separate controls: changing them may reduce GPU work, but can also soften distant detail.
- Turn Motion Blur off. Recheck during fast turns and movement. If you prefer the effect, turn it back on; this is a comfort and clarity choice, not a guaranteed performance fix.
- Use a visible crosshair and useful HUD cues. Try the blocked-line-of-fire indicator if it is available in your client, and check whether your crosshair remains easy to see against both bright and dark scenes.
- Set FOV for your screen and eyes. The older community settings inventory lists a 60–80 range. Compare a setting around 70 with a wider option, up to 80, and check whether small ARC parts and distant silhouettes remain recognizable.
- Make effects easy to hear. If music competes with footsteps, ARC activity, or interaction sounds, lower music before lowering effects. Use the correct output device and a suitable Stereo/Headphones setting when listening through headphones.
- Put frequent actions within reach. On keyboard, prioritize dodge, interact, item use, ping, and shoulder swap. On controller, start with a deadzone that avoids drift and adjust sensitivity only as needed to track moving threats comfortably.
- On PC, check the performance overlay before lowering quality. Compare the same area after each change. A GPU limit and a CPU-Game limit point to different next steps.
These are starting points, not a copied preset. Menu capabilities described by the community inventory were last edited January 15, 2026, so confirm the option and its current label in your own client. The current in-game menu takes precedence over an older list.
How should I tune graphics for visibility?
Favor a clear, stable image over a blanket Low preset. Preserve native output and enough scene detail to recognize threats; if performance is the problem, reduce demanding effects selectively and compare the result in the same location.
Resolution and scaling
Display or output resolution is the resolution sent to your screen. Render Resolution and upscaling affect how the game produces that image. Lowering render resolution or choosing a faster scaling preset can reduce GPU work, but may make distant ARC details less crisp. Keep output resolution native as a starting point, and use 100% Upscaled Resolution where that control exists.
Available scaling options depend on hardware. DLSS requires a supported RTX GPU; the menu’s options can vary by system. Do not assume a particular scaler or preset is fastest, clearest, or available to every player. Compare target detail and frame-time stability in your own client. If a distant silhouette becomes harder to distinguish, the performance trade-off may not suit a visibility-focused setup.
Field of view and motion
A wider FOV shows more of the scene at once, but can make objects near the edges or far away appear smaller. The community inventory lists a 60–80 FOV range; try roughly 70, then a wider setting up to 80 if you want more peripheral view. Keep the setting that lets you notice threats without losing the ability to read small parts and silhouettes.
Motion Blur is a separate toggle in that inventory. Off is a sensible first comparison for players who find blur makes fast movement harder to read. There is no sourced visibility-gain figure for turning it off, and personal comfort matters.
Lighting, shadows, and scene detail
Static rather than Dynamic NVIDIA RTX Global Illumination is a plausible performance-first starting choice on a GPU-limited PC. The independent ProSettings guide also favors Static illumination and High or Epic view distance, but those are third-party recommendations, not Embark benchmarks or a measured winner for every PC.
If you need more performance, adjust shadows, effects, foliage, reflections, or illumination incrementally rather than forcing every option to Low. Keep enough view distance and detail to read terrain and identify ARC movement. Embark changed lighting on Pendola Pass and Stella Montis in update 2.2, so older advice about where a scene looks especially clear may not transfer unchanged across maps or patches.
Crosshair, color, and accessibility options
Choose a crosshair that stays visible against the backgrounds you encounter. The community inventory also describes a blocked-line-of-fire indicator and options for inverting flash; confirm whether those controls appear in your current client before relying on them.
Embark explicitly supports deuteranopia, tritanopia, and protanopia color schemes, as well as adjustable subtitles. If a color cue is difficult to distinguish, try the relevant scheme and assess it in actual play. A color preset is not a guarantee that every visual element will become easier to read.
PC and console options are not interchangeable
PC exposes more graphics customization than consoles in the documented community inventory. Do not assume that a PlayStation 5 or Xbox player has PC-only controls such as DLSS, RTX Global Illumination, or the same quality sliders. Use the options actually shown on your platform, and prioritize the output resolution, readability, and accessibility choices it does provide.
How can I set audio to hear useful cues?
Choose the correct output device and an appropriate Stereo/Headphones mode when using headphones. Keep effects intelligible; if music masks footsteps, ARC activity, or interaction sounds, reduce music first rather than trying to make every sound louder.
The older community inventory lists separate controls for effects, music, dialogue, voice, output, Night Mode, and subtitles. It does not establish an ideal competitive mix or percentage. Adjust party and proximity chat to a level where speech is understandable alongside game effects, without assuming one mix suits every headset, room, or player.
Patch changes are another reason not to treat old sound advice as permanent. Embark’s update 2.1 reduced overly loud outdoor footsteps and fixed a shoulder-swap footstep-audio bug. Update 2.2 adjusted distant Frigate, Gondola, and Bombardier sounds; update 2.3 added clearer Frigate power-core vent and hatch cues. Reassess the balance after updates rather than using unsafe volume boosts or assuming headphones reveal information that the game does not provide.
If subtitles help you follow dialogue, use their size and background controls where available. They are an accessibility aid, not a substitute for balancing game effects and chat.
Which controls should I remap?
Embark confirms keyboard remapping under Settings > Controls. The older community inventory lists PC reference defaults of Left Alt for dodge roll, X for shoulder swap, E for interact, middle mouse for ping, and Q for items. Treat those as examples of the listed defaults, not required bindings or a verified October 2026 snapshot.
Keyboard and mouse
Choose positions you can press without losing directional control. A useful way to decide is to list the actions you need while moving or reacting quickly, then test whether each is reachable without releasing movement keys or reaching awkwardly. If a bind conflicts with another action or your hand position, remap it; the point is reliable access, not matching a purported “pro” layout.
The community inventory also lists separate sprint and crouch modes. Check your current settings and choose the behavior you can trigger intentionally. If an action feels inconsistent, verify the selected mode and its binding before changing unrelated graphics or sensitivity settings.
Controller
The inventory lists separate Xbox and PlayStation bindings, plus controller deadzone and response-curve controls. Begin with a deadzone just high enough to prevent unwanted stick drift. Then adjust sensitivity and response curve to track ARC movement comfortably, changing one control at a time. No supported source establishes a universal competitive value.
If your controller has additional buttons, assigning a frequent action there can reduce the need to move a thumb off the stick, provided the assignment is supported by your platform and the game. Test the binding in a low-pressure situation before relying on it in combat.
Changes that may affect returning players
Embark’s October 20 update changed Grappling Hook behavior so throws follow vertical aim. Leaving a Wall Run by jumping now requires holding backward. In the Outpost Inspect/Decorate camera, the camera changed to a held left mouse button. Those are behavior changes worth relearning; the update does not identify a required new keybind for them.
Update 2.3, released October 27, added a camera bob option under Gameplay. If camera movement bothers you, try that option and compare comfort in play. Do not confuse it with the Motion Blur setting: they address different visual effects.
How do I improve PC performance without losing clarity?
Diagnose the limit before sacrificing detail. Use the Detailed in-game performance overlay described in the community inventory and compare the same map and scene after each adjustment. A GPU indication is a reason to test GPU-heavy settings or render resolution; a CPU-Game indication warns that simply lowering graphics quality may not solve the bottleneck.
Use a controlled adjustment loop
- Record a baseline. In a representative area, note the overlay’s indications and whether the problem is a consistently low frame rate, unstable frame times, or occasional stutter.
- Change one likely cause. For a GPU limit, try a lower render resolution or reduce one GPU-heavy setting such as dynamic lighting, shadows, effects, foliage, or reflections. Keep output resolution native if possible.
- Repeat the same comparison. Revisit the same scene and movement pattern. Check both performance and whether distant details remain useful for spotting threats.
- Keep or reverse the change. If the overlay does not improve, or the image becomes too soft to read, restore the option and test another likely cause instead of stacking random reductions.
- Consider a frame-rate limit. A cap that produces steadier frame times on your display may be preferable to an unstable higher apparent rate. There is no universal cap established here.
Frame generation is a separate choice from upscaling. On supported hardware, compare image motion and responsiveness rather than treating generated FPS as equivalent to reduced input latency. Choose based on how the game feels and reads on your system; the available sources do not establish a universal winning setting.
What the latest patch does and does not establish
Embark’s October 27, 2026 Live Update 2.3.0 says the FidelityFX Super Resolution plugin was updated to version 4.1.1. That is a plugin-version statement. It does not prove that the current menu labels a scaler “FSR 4,” that all GPUs support the same features, or that a particular preset is fastest.
The same patch describes a ray-tracing-related crash workaround for AMD RX 7000-series graphics cards and memory improvements for Xbox Series S. Update 2.2 also reduced memory use in the loot system and Frigate. These notes are reasons not to blame every stutter on a player’s graphics settings; crashes, memory pressure, and patch-specific issues can have other causes.
Steam’s publisher listing for ARC Raiders specifies Windows 64-bit and DirectX 12, with 12 GB minimum RAM and 16 GB recommended RAM. Those are system requirements listed by Embark Studios via Steam, checked in 2026—not a promised frame rate or evidence that every system meeting them will perform identically.
What does the PvE test mean for settings now?
The limited PvE-only matchmaking test ran October 13–20, 2026, and Embark said in its October 20 wrap-up that the beta had ended. Its zero player-to-player damage and reduced-loot rules were temporary, so do not tune your setup around those test conditions as if they were a current toggle.
Embark reported more than 30 million rounds of PvE during the limited test. That is a count of rounds, not players, and it says nothing about a graphics setting’s visibility or performance. The ARC Raiders Team said, “As always, our decision on how to proceed will prioritize the overall health and enjoyability of the game.” The wrap-up does not make the test rules a current menu option.
How should you choose between the trade-offs?
Use the result you can observe in your current client, not a universal preset claim. The right choice is the one that leaves important threats legible, keeps performance stable enough for your system, and lets you execute actions and hear cues reliably.
- Native detail versus faster scaling: retain native output and clear detail if distant targets matter most; test a hardware-supported scaler or lower render resolution if GPU load is the obstacle.
- Static versus Dynamic illumination: Static is a reasonable performance-first starting point on a GPU-limited PC; compare scene readability before reducing further.
- Narrower versus wider FOV: a wider view includes more periphery, while a narrower one can keep distant objects larger. Choose by target legibility on your display.
- Effects versus music and chat: keep effects audible, then balance music and voice so cues and communications do not mask one another.
- Keyboard reach versus controller access: use remapping or supported extra buttons to make frequent actions comfortable, while preserving movement and aim control.
- Apparent frame rate versus responsiveness: assess frame-time stability and input response separately, especially when considering frame generation.
There is no verified preset that guarantees an instant frame boost or a visibility advantage. The most dependable method is to use the current menu, change a single variable, and keep it only if the result improves your own balance of clarity, stability, and control.
Frequently Asked Questions
Does ARC Raiders have a PvE-only mode now?
Embark’s October 20, 2026 wrap-up says the limited beta had ended. The wrap-up does not establish that the test’s matchmaking rules returned as a permanent option or announce a future return date.
Does FSR plugin version 4.1.1 mean I should select “FSR 4” in settings?
No such menu label is established by the patch note. Embark’s wording refers to the FidelityFX Super Resolution plugin version; available labels and features still depend on the game client and hardware.
Do ARC Raiders’ minimum PC requirements guarantee smooth performance?
No. The RAM, Windows, and DirectX details are platform requirements, not a benchmark or FPS promise. Actual performance can also be affected by the CPU, GPU, memory use, drivers, and game updates.
Why do older ARC Raiders settings guides show different menu options?
The community settings inventory cited here was last edited January 15, 2026, and later updates changed some game behavior and lighting. Menu availability and labels can also vary by platform and hardware, so verify an option in the client you are playing.