Which graphics settings cost the CPU and which cost the GPU

Turning down the wrong half does nothing. A list of which settings belong to which component, and what to change depending on what is limiting you.

Diagnosing Updated 3 October 2026

If your processor is the limit, turning down texture quality and anti-aliasing will do nothing at all. Those are graphics settings, and your graphics card was not the problem.

This is the most common wasted hour in PC gaming: someone diagnoses a processor bottleneck correctly, then lowers every setting in the menu and finds the frame rate unchanged. The settings that would have helped are usually three menus away under a different heading.

Settings that cost the graphics card

Lower these when GPU usage is at or near 100%.

SettingCostNotes
ResolutionVery highThe largest single lever
Upscaling (DLSS/FSR/XeSS)Very high savingRenders fewer pixels internally
Ray tracingVery highAlso costs video memory
Shadow qualityHighResolution and filtering of shadow maps
Anti-aliasingModerate to highPure pixel work
Texture qualityLow, unless short on memoryCosts capacity, not speed
Ambient occlusionModerate
ReflectionsModerate to highEspecially screen-space and ray-traced
Post-processing (bloom, motion blur, depth of field)Low to moderate
Volumetric fog and lightingModerate to high

The notable one is texture quality, which people turn down first and which costs almost no processing. It consumes memory capacity. If you are not running out of video memory, lowering it buys you essentially nothing and makes the game look worse. If you are running out, it is the most effective setting on the list — see how much VRAM you need.

Settings that cost the processor

Lower these when GPU usage is well below 100% and the resolution test says the processor is your limit.

SettingCostNotes
Draw distance / view distanceVery highMore objects to track and submit
Crowd or population densityVery highEach entity needs simulating
Object or clutter detailHighUsually controls how many objects exist
Shadow distanceHighDistinct from shadow quality
Physics detailHighCloth, debris, destruction
Traffic densityHighOpen-world games specifically
Simulation quality / tick rateHighStrategy and simulation titles
Grass and foliage densityModerate to highOften both
Ray tracingModerateBuilding the structures is processor work
Number of light sourcesModerate

The pattern: anything controlling how much stuff exists is processor work. Anything controlling how pretty each thing looks is graphics work.

The naming makes this harder than it should be. “Shadow quality” is a graphics setting and “shadow distance” is a processor setting, and they often sit next to each other in the same menu under the same heading.

Settings that cost both

Ray tracing is the main one. Building and updating the acceleration structures is processor work; tracing against them is graphics work. It is the only setting that can be a genuine bottleneck on either side.

Resolution scaling and frame generation shift the balance rather than simply reducing load. Upscaling makes the card faster without touching the processor, which can move you from graphics-limited to processor-limited — and then further upscaling stops helping entirely. Frame generation goes further still, producing frames without the processor preparing them, which is the only setting that can push past the processor’s ceiling.

What to do in each case

Graphics-limited (GPU at 100%):

  1. Enable upscaling at Quality — usually the largest gain for the smallest visual cost.
  2. Drop the overall preset one step. Typically 20–35%.
  3. Ray tracing off, or to its lowest level.
  4. Shadow quality and reflections down individually if you want to keep the rest high.

Processor-limited (GPU well below 100%):

  1. Raise the resolution or enable higher-quality settings. You have idle graphics capacity — use it rather than leaving it. This is counter-intuitive and correct.
  2. Reduce draw distance, crowd density and object detail.
  3. Enable XMP or EXPO if your memory is not running at its rated speed. This is free and frequently worth several percent.
  4. Close background software holding a core.
  5. Consider frame generation if available, since it is the one setting that works around a processor ceiling.

The counter-intuitive one, spelled out

If you are processor-limited, turning settings up can cost you almost nothing. Your card is idling. Giving it more work uses capacity you already own, and the frame rate is being set by the processor either way.

This is why people with strong cards and older processors often play at 1440p or 4K with high settings and are perfectly happy. They are not compromising — they found the resolution where their hardware is balanced.

The reverse is the mistake: someone with a processor bottleneck drops to 1080p Low to “get more frames”, gets the same frame rate, and concludes their machine is broken.

Working out which you are

Run the game, remove any frame cap, and watch GPU usage during actual play. Then drop the resolution to the minimum and see whether the frame rate moves. If it does not, the processor is your limit and the right half of this page is the processor table.

The diagnosis guide covers the method properly, including the traps that produce a false reading.

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