Once Human graphics settings for the GeForce GTX 1060 6GB and similar cards
For Once Human on the NVIDIA GeForce GTX 1060 6GB the optimal choice is 1080p with the Medium preset: the FPSHQ model gives 57–91 FPS. 144 FPS is out of reach on this card. Source of the numbers: FPSHQ model estimate (not a measurement). (model accuracy)
Once Human FPS on the GeForce GTX 1060 6GB: resolutions × presets
Heat map: the greener the cell, the bigger the FPS headroom. Green — 60+ FPS, yellow — 45–59, orange — 30–44, red — below 30.
| Resolution | Low | Medium | High | Ultra |
|---|---|---|---|---|
| 720p 1280×720 | 100–165 | 83–135 | 69–110 | 59–94 |
| 1080p 1920×1080 | 71–115 | 57–91 | 47–76 | 41–66 |
| 1440p 2560×1440 | 43–65 | 35–53 | 28–43 | 24–38 |
| 4K 3840×2160 | 22–36 | 17–29 | 14–24 | 12–20 |
● — real measurement; the rest is the FPSHQ model estimate without a CPU bottleneck.
FPS ruler: presets at 1080p
Entry level: graphics cards and preset for 60 FPS in Once Human
The class includes models with an FPSHQ Bench Score from 900 to 2,199; below are the most searched ones.
| Graphics card | VRAM | 1080p · 60 FPS | 1440p · 60 FPS | Which games it runs |
|---|---|---|---|---|
| GeForce GTX 1060 6GB | 6 GB | 1080p · Medium 57–91 | — | Open → |
| Radeon RX 580 | 8 GB | 1080p · Low 63–105 | — | Open → |
| GeForce GTX 1660 Super | 6 GB | 1080p · High 62–98 | 1440p · Low 56–83 |
Open → |
| GeForce GTX 1660 | 6 GB | 1080p · Medium 63–105 | 1440p · Low 48–72 |
Open → |
| GeForce GTX 1660 Ti | 6 GB | 1080p · High 56–90 | 1440p · Low 51–77 |
Open → |
| GeForce GTX 1070 | 8 GB | 1080p · Ultra 53–86 | 1440p · Medium 46–70 |
Open → |
| GeForce GTX 1650 | 4 GB | — | — | Open → |
| GeForce GTX 1650 Super | 4 GB | 1080p · Medium 54–87 | — | Open → |
DLSS, FSR and XeSS in Once Human: DLSS, FSR, XeSS
The game supports: DLSS, FSR, XeSS. The calculation uses FPSHQ model general upscaling factors (Quality ×1.35, Balanced ×1.55, Performance ×1.85) — not a measurement in this game. Resolution 1080p, High preset. The multipliers apply to the graphics card limit: the final FPS is capped by the CPU (the reference test-bench CPU) and the game's frame cap.
| Graphics card | No upscaling | Quality | Balanced | Performance | Available on the card |
|---|---|---|---|---|---|
| GeForce GTX 1060 6GB | 47–76 | 64–105 | 73–120 | 88–140 | FSR, XeSS |
DLSS works only on NVIDIA RTX cards; FSR and XeSS work on cards from any vendor. Frame generation is not included.
What to lower first on the GeForce GTX 1060 6GB
On entry-level cards the key is not to run out of VRAM and to disable the heaviest effects; upscaling in Quality or Balanced mode often gives more than lowering the preset.
- Volumetric effects (fog, clouds, light) big FPS impact
Volumetric fog and clouds are computed every frame; dropping them from max to medium usually gives a solid gain with little visual difference. - Shadow quality and distance big FPS impact
Shadow map resolution and draw distance are among the most expensive raster settings, especially in open worlds. Medium is a sensible compromise. - Reflections (SSR) noticeable impact
High-quality screen-space reflections noticeably load the GPU; on medium the difference shows mostly on water and glossy surfaces. - Ambient occlusion noticeable impact
Adds depth to the scene. Heavy variants (HBAO+, RTAO) can be swapped for simpler SSAO. - Draw distance and level of detail noticeable impact
Affects both the GPU and the CPU (more objects per frame). If you are CPU-bound, start here and with crowd/foliage density. - Anti-aliasing noticeable impact
MSAA and supersampling are very heavy; TAA or the upscaler's anti-aliasing (DLAA/FSR Native AA) give a comparable image for less. - Texture quality depends on VRAM
Barely affects FPS as long as VRAM is sufficient; when VRAM runs out you get stutters and texture pop-in. GeForce GTX 1060 6GB has 6 GB of VRAM — high textures usually fit at 1080p; at 1440p and 4K follow the in-game VRAM meter. - Post-processing (motion blur, depth of field, film grain) almost no impact
Cheap in FPS and mostly a matter of taste; motion blur is often turned off for clarity. - Anisotropic filtering almost no impact
Almost free on modern GPUs — keep it at 8x–16x.
These are general rules for most games: the exact impact of each setting depends on the engine and the scene. FPS numbers on this page are FPSHQ unified model estimates for whole presets.
Once Human: GPU classes compared (1080p, high)
Dashed line — 60 FPS. The class representative is the most searched model in the range.
What settings should I use in Once Human on the GeForce GTX 1060 6GB?
For Once Human on the NVIDIA GeForce GTX 1060 6GB the optimal choice is 1080p with the Medium preset: the FPSHQ model gives 57–91 FPS. 144 FPS is out of reach on this card.