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Pragmata is Capcom’s newest IP, the one that is finally breaking the chain of incessant sequels, spin-offs, and remake releases that the company had been indulging in for nearly the past decade.

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As a level-based game, Pragmata runs exceptionally well on most hardware, even when all the bells and whistles are turned on, seeing as there isn’t all too much to render at any given time. It plays into all the optimization strengths of the RE Engine, which thrives precisely in closed-off, linear, and limited environments.

However, we can always squeeze out extra FPS, so here are our recommended settings.

Diana in Pragmata
Image via Capcom

Pragmata runs on the same engine as Resident Evil: Requiem. If you had luck in that game using those exact settings, replicating them in Pragmata could be useful for you. If, on the other hand, you didn’t try that game or are seeing significantly different results in Pragmata, here are the settings I would go with.

  • Frame Rate: Variable
  • Ray Tracing: Off (unless on a 4070 or higher GPU)
  • Image Quality: 100 percent
  • Dynamic Resolution: Off
  • Hair Quality: Medium (or High if you have a more capable CPU)
  • Texture Quality: High – 2GB (for GPUs with 8GB or less VRAM)
  • Texture Filtering: High
  • Mesh Quality: Medium/High
  • Shadow Quality: Medium
  • Shadow Cache: On
  • Contact Shadows: Any, Off could net more fps for CPU-limited machines
  • Effects Quality: Medium/High
  • Video Quality: Full HD
  • Anti-Aliasing: FXAA+TAA
  • Ambient Occlusion: SSAO, turning it Off could give a solid performance boost to less capable machines
  • Volumetric Lighting: Low
  • Bloom: Off
  • Subsurface Scattering: Off on CPU-limited machines, On otherwise
  • Motion Blur, Lens Flare, Lens Distortion, and Depth of Field are all optional and based on preference – I keep them all off.

These settings should yield the best quality-to-performance ratio, but some options could significantly improve performance and, in turn, degrade image quality, so you should play around with them to see what works best for your particular machine. Subsurface Scattering really makes faces, such as Diana’s, pop out, while Ray Tracing just generally makes every surface look better.

Path Tracing is reserved only for 4090/5090 users who aren’t afraid to use DLSS on a $2,000 GPU, while Frame Generation can also give you some extra frames at the cost of input lag without sacrificing image quality. Of course, using DLSS on Quality can help maintain some of the settings at higher values, but I personally prefer raw quality and use upscales only when absolutely necessary (never).

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