Squad graphics settings for the GeForce RTX 3080 and similar cards
For Squad on the NVIDIA GeForce RTX 3080 the optimal choice is 1440p with the Ultra preset: the FPSHQ model gives 71–110 FPS. For 144 FPS — 1440p on Low (120–185 FPS). Source of the numbers: FPSHQ model estimate (not a measurement). (model accuracy)
Squad FPS on the GeForce RTX 3080: 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 | 215–335 | 190–300 | 165–260 | 145–230 |
| 1080p 1920×1080 | 170–270 | 145–225 | 120–190 | 105–165 |
| 1440p 2560×1440 | 120–185 | 100–150 | 83–125 | 71–110 |
| 4K 3840×2160 | 63–100 | 52–82 | 42–67 | 37–58 |
● — real measurement; the rest is the FPSHQ model estimate without a CPU bottleneck.
FPS ruler: presets at 1440p
High-end: graphics cards and preset for 60 FPS in Squad
The class includes models with an FPSHQ Bench Score from 4,000 to 6,499; below are the most searched ones.
| Graphics card | VRAM | 1080p · 60 FPS | 1440p · 60 FPS | Which games it runs |
|---|---|---|---|---|
| GeForce RTX 3080 | 10 GB | 1080p · Ultra 105–165 | 1440p · Ultra 71–110 |
Open → |
| GeForce RTX 5060 | 8 GB | 1080p · Ultra 79–120 | 1440p · Ultra 53–78 |
Open → |
| GeForce RTX 5070 | 12 GB | 1080p · Ultra 125–205 | 1440p · Ultra 88–135 |
Open → |
| GeForce RTX 3070 | 8 GB | 1080p · Ultra 85–130 | 1440p · Ultra 57–84 |
Open → |
| GeForce RTX 5060 Ti | 16 GB | 1080p · Ultra 95–145 | 1440p · Ultra 64–97 |
Open → |
| GeForce RTX 4060 Ti | 8 GB | 1080p · Ultra 89–135 | 1440p · Ultra 60–89 |
Open → |
| GeForce RTX 3070 Ti | 8 GB | 1080p · Ultra 88–135 | 1440p · Ultra 59–88 |
Open → |
| GeForce RTX 3080 Ti | 12 GB | 1080p · Ultra 115–185 | 1440p · Ultra 80–125 |
Open → |
DLSS, FSR and XeSS in Squad: 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 1440p, 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 RTX 3080 | 83–125 | 110–170 | 125–195 | 145–225 | DLSS, 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 RTX 3080
High-end cards have headroom for 1440p; for high-refresh monitors lower shadows and volumetrics rather than textures.
- 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 RTX 3080 has 10 GB of VRAM — you can max out textures, it costs almost no FPS. - 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.
Squad: 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 Squad on the GeForce RTX 3080?
For Squad on the NVIDIA GeForce RTX 3080 the optimal choice is 1440p with the Ultra preset: the FPSHQ model gives 71–110 FPS. For 144 FPS — 1440p on Low (120–185 FPS).