The Best Apex Legends Settings for Higher FPS, and What They Cost
Turning everything down is the standard advice and it is wasteful. Three settings account for most of the frame cost in Apex, and several of the ones people disable first cost almost nothing.
What This Apex Legends Guide Covers
- GameApex Legends
- Published4 August 2026
The standard advice for Apex performance is to set everything to its lowest value, and it is wasteful. Frame cost is very unevenly distributed across the settings menu: a few options account for most of it, and several that players disable first cost almost nothing while removing information they actually use.
Resolution is the multiplier
Resolution is not one setting among many: it scales the work every other setting performs. Halving the pixel count roughly halves the per-frame cost of anything that operates per pixel, which is most of the expensive things.
That makes it the first lever and the most visible compromise. The middle path is resolution scaling: render below native and upscale to the display. It costs less perceived clarity than dropping the display resolution outright, because the interface and text stay sharp while the rendered scene is what gets scaled.
The three settings that usually cost the most
Shadow quality is expensive nearly everywhere. Shadows are computed from additional viewpoints and the cost scales with their resolution and their range. Lowering shadows is the single most reliable frame gain after resolution, and the visual loss in a fast shooter is small.
Volumetric and atmospheric effects (fog, light shafts, dust) are computed across screen space and are costly on mid-range hardware. They also actively reduce visibility in fights, which makes lowering them a competitive gain as well as a performance one.
Effects and impact detail cost most exactly when you can least afford it: during a fight, when several abilities are active at once. A machine that holds a steady rate while walking and drops during engagements is usually paying for this category.
Settings that cost less than their reputation
Texture detail is bounded by video memory rather than frame time on most machines. If the textures fit in memory, higher detail is close to free, and lowering it removes surface information that helps you read distance and identify objects.
Model detail at close range is cheap; it is the draw distance for models that costs. Lowering the detail level while keeping the distance is usually the wrong trade.
Anisotropic filtering is inexpensive on modern hardware and improves how surfaces read at oblique angles, which is most surfaces in a shooter.
Frame cap and consistency
Average frame rate is the number people optimise and consistency is the thing that affects play. Frame time variance produces inconsistent input feel, and an uncapped rate that swings widely feels worse than a lower steady one.
A cap set slightly below what the machine sustains reliably during a busy fight; not during a quiet walk, produces the steadiest result. The right number is the one your worst moments can hold, not the one your best moments reach.
The order to work in
Establish the frame rate you want and whether your machine can hold it during a fight, not on a landing screen. Set resolution or resolution scaling to reach it. Then lower shadows, volumetrics and effects in that order until the target holds during engagements. Then leave textures and filtering high, because they are cheap and they carry information.
Finally, cap the rate at what held. That last step is the one most often skipped and it is the one that makes the result feel different rather than merely measure differently.
Where the bottleneck actually is
Two machines with the same frame rate can be limited by completely different things, and the settings that help are different in each case. A machine limited by the graphics processor responds to resolution, shadows and volumetrics. A machine limited by the processor responds to none of them, because the work it is struggling with is simulation and draw submission rather than shading.
The distinguishing test is simple: lower the resolution substantially and see whether the frame rate moves. If it climbs, the graphics processor was the limit and the settings above are where the gains are. If it barely changes, the limit is elsewhere, and the productive levers are background processes, memory speed and the frame cap rather than the graphics menu.
This matters because the processor-limited case is common in Apex specifically, and a player in that situation can turn every setting to its minimum, lose all the visual information those settings carried, and gain almost nothing.
A note on measuring the change
Frame rate is measurable directly and your own performance is not; at least not through anything Apex publishes. The game records statistics per legend and only through the trackers you have equipped, so a before-and-after comparison of your own figures is confounded by which trackers were active and by the fact that account-level totals are reconstructions rather than measurements.
If you want to know whether a settings change helped, the honest instrument is the frame time graph and your own sense of the input, not a profile page.
Frequently asked questions
Which single setting costs the most frames in Apex?
Resolution, by a wide margin, because it multiplies the work every other setting does. After that, shadow quality and volumetric effects are usually the two largest individual costs on most hardware.
Should I turn everything to the lowest setting?
No. Several settings cost very little and lowering them mostly removes visual information you use — texture detail is the clearest example, since it is bounded by video memory rather than by frame time on most machines.
Does a frame rate cap help?
It helps consistency, which matters more than the average. A cap slightly below what your machine sustains reliably produces steadier frame times and less input variance than an uncapped rate that fluctuates.
Is a lower resolution better than lower settings?
Usually yes for raw frames, and it is the more visible compromise. Resolution scaling gives a middle path — rendering below native and upscaling, which costs less clarity than dropping the display resolution outright.
Will settings changes affect my stats?
Only through your own performance. Nothing about graphics settings is recorded, and Apex only records what your equipped trackers collect, which is worth remembering when comparing your figures before and after a change.