The Isle – EVRIMA Graphics Settings Breakdown

The Isle – EVRIMA Graphics Settings Breakdown 1 -
The Isle – EVRIMA Graphics Settings Breakdown 1 -
Detailed description for GFX settings and what each does behind the scenes





As the name implies this controls our rendering resolution. Ideally, this should match your native display resolution (for LCD, for CRT/Projectors you choose whatever suits you). 
Recommended: your native resolution 

Render Scale

This option controls at which resolution base backbuffer frame is rendered, before getting upscaled to resolution selected in previoussetting. For example, if you set your resolution to be 1920×1080 and selected Render Scale to be 80%, then your backbuffer frame will be rendered at 80% of that resolution and then upscaled by the game’s engine renderer to 1920×1080. Lowering this value below 100 will result in performance boost at the cost of very noticeable image quality. 
Recommended: 100 

Windowed Mode

Controls the display window mode: 
Fullscreen – exclusive fullscreen. 
Windowed Fullscreen – borderless [windowed] fullscreen. 
Windowed – default window. 
Do note that when Fullscreen is selected, game by default starts with Windows 10 FullScreen Optimizations enabled (if applicable on your Win10 version) and toggling fullscreen it via F11 resets that ability to cla*sic exclusive fullscreen. 


Enables or disables – This option gets rid of screen tearing at the potential cost of input delay (1-3 frames) or “stuttering” when you cant maintain stable FPS that matches your refresh rate. You can try reducing the delay by setting FPS Limit 1 frame below max, for example, if your display is 60Hz and you have Vsync enabled, then you can set FPS Limit to 59 for potential (not guaranteed, best case) latency reduction. 
Recommended: disable (make sure to use framerate cap in this case) 

FPS Limit

Built-in Unreal engine FPS limiter. According to multiple input lag tests from – (SSS) enabled at full quality (sample size 2), particle emitters spawn at full rate, maximum Material quality level set, added blur effect for translucent lighting volumes, Screen Space Reflections (SSR) mode set to 4 (max), Detail mode for particle actors set to max 
Epic: — slightly reduced quality of SSS (enabled half-resolution mode) and SSR (from 4 to 3). 
High — ParticleLightQuality lowered to 1, particle emitters spawn rate halved, further reduces quality of SSS (samples from 2 to 1), reduced DetailMode from 2 to 1, scene color format set to 32bit, reduced quality of SSR from 3 to 2 
Medium: — disables Refrations, disables SSR, disables blur effect for translucent lighting volumes, lower material quality level, SSS quality scale reduced by 25% from High, ParticleLightQuality disabled, particle emitters spawn rate halved even further (from 0.25) 
Low: — disables SSS, halves particle emitters spawn rate down to 0.125, sets MaterialQualityLevel to lowest. 


Controls quality of textures and quality of filters applied to said textures. Usually, this option mostly puts pressure on VRAM rather than GPU processing time. Cinematic has highest anisotropy level set, mipmap bias streaming is full with no drops, where as Low disables anisotropy filter, limits texture streaming pool size to VRAM and sets MipMap bias to drop 16 samples. Visually, you see lower-res textures and more textures “pop-in” (super-low res version will stay for longer until it is swapped for higher res). 


Static Volumetric Clouds would be the most performant option, followed by Dynamic 2D clouds and finally best looking Dynamic Volumetric Clouds. Visual difference between these can be peeked at here: 

Written by Lusht

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