Settings
More actions
The settings menu in ARC Raiders allow the user to customize their keybinds, graphics, audio, and other settings. They can be accessed by pressing `ESC`while in Speranza (in lobby) or Topside (in-game), but not while downed or spectating.
Players on PC may have more customization and options, whilst PS5 and Xbox Series S/X may be restricted.
Gameplay
| Gameplay Setting | Description | Default |
|---|---|---|
| Hud Posiiton | Sets whether HUD elements anchor to the edges of the screen or are aligned to a fixed horizontal boundary | Stretched |
| Show Reload Progress | Sets whether the progress of a reload is shown in the center of the screen as a circle. | On |
| Show Damage Direction | Sets whether the direction where damage was taken is shown as a red mark on the hud. | On |
Online
| Online Setting | Description | Default |
|---|---|---|
| Crossplay | Sets whether the player will be matched with other system platforms. | On |
| Server | Determines the location of which server the player should connect to. | Automatic |
| Link Discord | Opens Discord (if downloaded, otherwise in web browser) and prompts the user to connect their Discord account to Embark Studios. | N/A |
| Unlink Discord | Instantly unlinks the connected Discord account from Arc Raiders | Only shown if user's Discord account is already linked. |
| Join Discord | Opens a link to the Official ARC Raider's Discord Server. | N/A |
Controls - PC
| Action | Default Keybind |
|---|---|
| Move Forward | W |
| Move Backward | S |
| Move Left | A |
| Move Right | D |
| Fire / Throw / Deploy | Left Mouse Button (LMB) |
| Aim (Hold) | Right Mouse Button (RMB) |
| Aim (Toggle) | Unassigned by default |
| Jump | Space Bar |
| Sprint (Hold) | Left Shift |
| Sprint (Toggle) | Unassigned by default |
| Crouch (Hold) | Left Control |
| Crouch (Toggle) | C |
| Dodge Roll | Left Alt |
| Walk (Hold) | Unassigned by default |
| Walk (Toggle) | V |
| Interact | E |
| Reload Weapon | R |
| Shoulder Swap | X |
| Weapon 1 | 1 |
| Weapon 2 | 2 |
| Melee Weapon | 3 |
| Unarmed | H |
| Next Weapon | Mouse Wheel Up |
| Previous Weapon | Mouse Wheel Down |
| Items | Q |
| Flashlight | F |
| Access Inventory | Tab |
| Map | M |
| Ping | Middle Mouse Button |
| Emote | G |
| Push to Talk | Z |
| Push to Talk (Proximity chat) | B |
| Ping Heard By / Emote Loudness (Toggle) | K |
Controls - Xbox
| Action | Default Keybind |
|---|---|
| Move Forward | Left Stick Up |
| Move Backward | Left Stick Down |
| Move Left | Left Stick Left |
| Move Right | Left Stick Right |
| Fire / Throw / Deploy | Right Trigger (RT) |
| Aim (Hold) | Left Trigger (LT) |
| Jump | A |
| Sprint (Toggle) | Push Left Stick In |
| Crouch (Toggle) | B |
| Dodge Roll | Double Tap B |
| Interact | X |
| Reload Weapon | X |
| Shoulder Swap | Push Right Stick In |
| Equip / Swap Weapon | Y |
| Melee Weapon | D-Pad Left |
| Unarmed | Y (Hold) |
| Items | Left Bumper (LB) |
| Flashlight | D-Pad Right |
| Access Inventory | View |
| Map | View (Hold) |
| Ping | Right Bumper (RB) |
| Emote | D-Pad Up |
| Push to Talk | D-Pad Down + Left Bumper (LB) |
| Push to Talk (Proximity Chat) | D-Pad Down |
| Game Menu | Menu |
| Move Camera | Move Right Stick |
Controls - PlayStation
| Action | Default Keybind |
|---|---|
| Move Forward | Left Stick Up |
| Move Backward | Left Stick Down |
| Move Left | Left Stick Left |
| Move Right | Left Stick Right |
| Fire / Throw / Deploy | R2 |
| Aim (Hold) | L2 (Hold) |
| Jump | X |
| Sprint (Toggle) | Push Left Stick In |
| Crouch (Toggle) | Circle |
| Dodge Roll | Double Tap Circle |
| Interact | Square |
| Reload Weapon | Square |
| Shoulder Swap | Push Right Stick In |
| Equip / Swap Weapon | Triangle |
| Melee Weapon | D-Pad Left |
| Unarmed | Triangle (Hold) |
| Items | L1 |
| Flashlight | D-Pad Right |
| Access Inventory | Touchpad |
| Map | Touchpad (Hold) |
| Ping | R1 |
| Emote | D-Pad Up (Hold) |
| Push to Talk | D-Pad Down + L1 |
| Push to Talk (Proximity Chat) | D-Pad Down |
| Game Menu | Options Button |
Graphics
| Setting Name | Description | Default |
|---|---|---|
| Field of View | From 60 to 80. | 70 |
| Motion Blur | Enables or disables the motion blur effect. | On |
| Motion Blur Intensity | Controls the intensity of the motion blur effect (from 0 to 100). | 100 |
Display
| Online Setting | Description | Default |
|---|---|---|
| Window Mode | Sets the window type for the game. Borderless Fullscreen, Windowed, or Exclusive Fullscreen | Borderless Fullscreen |
| Display Resolution | Sets the display resolution the game presents its final image at. Locked when 'Window Mode' is Borderless Fullscreen mode. | (Native to your panel) |
| AMD FSR 3 Frame Generation / NVIDIA DLSS Frame Generation | AMD FSR 3 Frame Generation boosts frame rates by generating additional frames using AMD’s FidelityFX Super Resolution technology. Support and availability depend on the GPU and driver version in use.
Depending on your GPU, you may see AMD FSR 3 Frame Generation, or NVIDIA DLSS Frame Generation. NVIDIA DLSS Frame Generation boosts frame rates by using AI to render additional frames. 2X is supported on a GeForce RTX 40 Series Graphics card or higher, while 3X and 4X are supported on a GeForce RTX 50 Series graphics card. This feature automatically enables NVIDIA Reflex Low Latency and disables VSync. |
Off |
| VSync | Sets whether the game's framerate is synchronized and capped to the monitor's refresh rate. | Off |
| NVIDIA Reflex Low Latency | NVIDIA Reflex Low Latency reduces PC latency and increases responsiveness by syncing up the CPU and GPU for more efficient rendering.
In Boost mode, NVIDIA Reflex Low Latency will save slightly more latency and attempt to optimize latency in CPU bound cases. This option can slightly decrease FPS and increase GPU power draw. |
On |
| Frame Rate Limit | Limits the frame rate of the game to the set value, in frames per second (FPS). | 60 |
Resolution Scaling & Anti-Aliasing
| Setting Name | Description | Default |
|---|---|---|
| Upscaled Resolution | This is the resolution the rendered frame is upscaled to by the Resolution Scaling Method selected below. Some post-processing effects will be rendered at this resolution.
If Upscaled Resolution and Display Resolution are different, the image will be scaled to match Display Resolution before compositing the user interface. It's recommended to keep this setting at 100% - same as your Display Resolution - unless you have a very high resolution monitor, and you can't get enough performance boost by lowering the Render Resolution. |
100% |
| Resolution Scaling Method | Selects the specific method of resolution scaling and anti-aliasing to be used.
The "No AA" option completely disables anti-aliasing and temporal resolution scaling. Note that this prevents getting the performance benefit of resolution scaling, and will produce a noisier image due to the lack of anti-aliasing. Temporal Anti-Aliasing Upsampling (TAAU) is a lower quality but faster, while Temporal Super-Resolution (TSR) is a higher quality but slower resolution scaling method. Depending on your hardware, additional high quality methods might be available, like NVIDIA DLSS, AMD FSR 3, or Intel XeSS. |
NVIDIA DLSS (However, I'm using an NVIDIA card, it may default to a different method on other systems) |
| NVIDIA DLSS Quality | DLSS Super Resolution boosts frame rates by rendering fewer pixels and using AI to output high resolution frames.
DLAA is the highest in quality, but it doesn't do any upscaling. The internal rendering resolution decreases (and therefore the GPU performance boost increases) from Quality towards Ultra Performance. "Auto" picks an appropriate preset based on your display resolution. This feature requires a GeForce RTX graphics card. |
Auto |
| NVIDIA DLSS Model | Selects which AI model DLSS should use.
"CNN" is the model coming from DLSS 2 and 3 versions. It's a fast and high quality method. "Transformer" is the new model introduced in DLSS 4. It's even higher quality, but more GPU intensive. |
CNN |
| AMD FSR 3 Quality | AMD FSR3 boosts frame rates by rendering the game at a lower internal resolution and upscaling the result to output high resolution frames.
The internal rendering resolution decreases (and therefore the GPU performance boost increases) gradually from Native AA towards Ultra Performance. |
Balanced |
| Intel XeSS
Quality |
Intel Xe Super Sampling (XeSS) technology uses AI to deliver more performance with exceptional image quality. XeSS is optimized for Intel Arc GPUs with AI acceleration hardware. | Quality |
| Render Resolution | This is the resolution the 3D geometry and lighting is rendered at. The image will be temporally upscaled to Upscaled Resolution by the selected Resolution Scaling Method.
Lowering rendering resolutions can significantly boost GPU performance at the expense of image quality. Quality presets of various resolution scaling methods correspond to specific resolution scaling percentages. |
Changes with Upscaling method used |
Ray Tracing
| Setting Name | Description | Default |
|---|---|---|
| NVIDIA RTX Global Illumination | NVIDIA RTX Global Illumination calculates bounce lighting across the scene.
"Static" preset uses pre-calculated lighting data, and has the smallest performance cost. "Dynamic" presets use real-time ray tracing to update bounce lighting as lighting and environmental changes happen. From "Dynamic - Low" to "Dynamic - Epic", RTXGI traces more and more rays in order to update lighting faster. Higher "Dynamic" presets will have a major impact on GPU performance, and enabling any "Dynamic" mode will have a minor impact on CPU render performance. |
Dynamic - Medium |
Quality
| Setting Name | Description | Default |
|---|---|---|
| Overall Quality Level | Chooses the overall quality level for the quality settings below.
By default, Low, Medium, High or Epic preset is selected based on your hardware capabilities. "Cinematic" settings greatly prefer visual quality over performance, and are only intended for high-end systems. It's recommended to avoid changing this setting in-game as it may trigger additional shader preloading. |
Hardware dependent - Default is measured based on a Mobile 4070 GPU. |
| View Distance | Controls how far different objects are drawn, and their level of detail in the distance.
Has a moderate impact on GPU performance and a minor impact on CPU render performance. |
High |
| Anti-Aliasing | Sets the quality of Temporal Anti-Aliasing Upscaling (TAAU) or Temporal Super-Resolution (TSR).
Has a minor impact on GPU performance in the case TAAU or TSR is the selected resolution scaling method. |
High |
| Shadows | Controls quality of shadowing including resolution, filtering, number of dynamic shadows, and shadowing of volumetric fog.
Has a major impact on GPU performance, and a moderate impact on CPU rendering performance. |
High |
| Post-Processing | Controls the quality of post-processing effects like Motion Blur, Bloom and Lens Flare.
Has a moderate impact on GPU performance. |
High |
| Texture | Controls the amount of anisotropic texture filtering, and the resolution of terrain textures.
Has a minor impact on video memory and a minor impact on GPU performance. |
High |
| Effects | Controls quality of effects like Particles, Sub-Surface Scattering and Sky Atmosphere.
Has a moderate impact on GPU performance. It's recommended to avoid changing this setting when in-game as it may trigger additional shader preloading. |
High |
| Reflections | Controls quality of reflection effects.
Has a moderate impact on GPU performance. |
High |
| Foliage | Controls the density of foliage across the levels.
Has a moderate impact on GPU performance, when vegetation is visible on the screen. |
High |
| Global Illumination Resolution | Controls the screen-space resolution in which the global illumination is applied to the scene.
Has a moderate impact on GPU performance. |
High |
Advanced
| Setting Name | Description | Default |
|---|---|---|
| In-Game Performance Overlay | Show performance overlay on the in-game HUD.
"Simple" only adds an FPS counter. "Detailed" option shows various frame time metrics as well, highlighting the factor your performance is limited by. If you are limited by "CPU - Game", that means the performance is limited by the game logic update, and lowering the graphics settings won't help. If you are limited by "CPU - Render", try lowering settings that mention CPU rendering performance. If you are limited by "GPU", try lowering Rendering Resolution, or settings that mention GPU performance. |
Off |
| Idle Energy Saving | Limit framerate to spare your PC and save energy when idling in the main menu. | On |
| Inactive Window Energy Saving | Limit framerate to spare your PC and save energy when the game window is minimized or unfocused. | On |
Audio
| Setting Name | Description | Default |
|---|---|---|
| Output Mode | Stereo / Headphones, or System Default | Stereo / Headphones |
| Night Mode | On or Off | Off |
| Mute Game When Minimized | On or Off | On |
| Music During Gameplay | On or Off | On |
| Master Volume | 0 to 100% | 75% |
| Effects Volume | 0 to 100% | 100% |
| Music Volume | 0 to 100% | 100% |
| Dialogue Volume | 0 to 100% | 100% |
| Party Voice Chat Volume | 0 to 200% | 100% |
| Proximity Voice Chat Volume | 0 to 200% | 140% |
Voice Chat
| Setting Name | Description | Default |
|---|---|---|
| Enable Voice Chat | On or Off | On |
| Voice Chat Input Device | Selects which microphone to use for in-game voice chat. | System Default |
| Microphone Test | We'll play your voice back to you.
If the indicator bar fill sup, your microphone works correctly. You can't communicate with other Raiders while doing the test. |
N/A |
| Voice Chat Output Device | Selects which speakers / headphones to use for in-game voice chat. | System Default |
| Automatic Gain Control | On or Off, decides whether the game should adjust your mic gain automatically. | On |
Party voice Chat
| Setting Name | Description | Default |
|---|---|---|
| Party Voice Chat Mode | Open mic, push to talk, toggle to talk. | Open Microphone |
| Push To Talk | The key bind that should be used for party voice chat. (Communication with your party only). |
Proximity Voice Chat
| Setting Name | Description | Default |
|---|---|---|
| Proximity Voice Chat Mode | Open mic, push to talk, toggle to talk. | Push to Talk |
| Push To Talk (Proximity Voice Chat) | The key bind that should be used for proximity voice chat. (Communication with other Raiders). |
Raider Voice Beta
| Setting Name | Description | Default |
|---|---|---|
| Raider Voice Heard by | Raider Voice changes how your voice sounds to others in party and proximity voice chat. Using Raider Voice with Open Mic can put extra strain on lower-end systems. On such systems, we recommend putting Push(/ Toggle)-to-Talk to maintain stable performance. | Off |
| Raider Voice Selection | Selects which Raider Voice to use, Voice 1 through to Voice 10. A playback example of each voice can be heard when changing this setting. | Depends on appearance |
Subtitles
| Setting Name | Description | Default |
|---|---|---|
| Show Subtitles | On or Off | On |
| Text Size | Small, Medium or Large subtitle text size - a preview is shown on the right. | Small |
| Background Opacity | 0 to 100% - a preview is shown on the right. | 0% |
Accessibility
| Setting Name | Description | Default |
|---|---|---|
| Colorblind Mode | Changes the game's colours to facilitate players with colorblindness. | Default |
| Invert Flash Colour | Makes the Blinded effect from flashes black instead of white. | Off |
| Font Size | Changes in game font size. Changing this setting requires a game restart. | Small |
Blocked Line of Fire
| Setting Name | Description | Default |
|---|---|---|
| Move Crosshair When Line of Fire is Blocked | This is recommended to be on. This will show where your bullets hill hit if an obstacle blocks the line of fire between the weapon and the crosshair. | On |
| Smooth Move When Line of Fire is Blocked | This will smoothly move the crosshair to where the shot will hit if the line of fire between the weapon and the crosshair is blocked. Turning this setting to OFF will make the transition instant. | On |
Crosshair
| Setting Name | Description | Default |
|---|---|---|
| Override Crosshair Shape | Changing this setting lets you change the crosshair shape. | Off |
| Crosshair Shape | Switches between common crosshair shapes. | Cross |
| Weapon Crosshair Center Dot | Toggles whether the crosshair should have a dot in the center. | Off |
| Crosshair Center Dot Radius | Changes the size of the dot inside the crosshair, on a slider from 1 to 4, with 1 being the smallest, and 4 being the largest. | 1 |
| Crosshair Length | Changes the length of the lines of the crosshair from the outside inwards, on a slider from 1 to 30, with 1 being the shortest, and 30 being the longest. | 20 |
| Crosshair Thickness | Changes the thickness of the lines of the crosshair, on a slider from 1 to 4, with 1 being the slimmest, and 4 being the widest. | |
| Crosshair Outline Thickness | Changes the thickness of the edges of the crosshair, on a scale from 0 to 4 with 0 being the slimmest, and 4 being the widest. | 1 |
| Crosshair Opacity | Changes how see-through the crosshair is, on a scale from 10 to 100, with 10 being almost completely clear, and 100 being completely opaque. | 85 |
| Crosshair Red | Changes the amount of Red in the Red, Green and Blue color channels inside the crosshair lines. 0 indicates no Red, and 255 being as Red as possible. | 255 |
| Crosshair Green | Changes the amount of Green in the Red, Green and Blue color channels inside the crosshair lines. 0 indicates no Green, and 255 being as Green as possible. | 255 |
| Crosshair Blue | Changes the amount of Blue in the Red, Green and Blue color channels inside the crosshair lines. 0 indicates no Blue, and 255 being as Blue as possible. | 255 |
| Crosshair Outline Red | Changes the amount of Red in the Red, Green and Blue color channels. on the outline of the crosshair 0 indicates no Red, and 255 being as Red as possible. | 0 |
| Crosshair Outline Green | Changes the amount of Blue in the Red, Green and Blue color channels on the outline of the crosshair.. 0 indicates no Blue, and 255 being as Blue as possible. | 0 |
| Crosshair Outline Blue | Changes the amount of Green in the Red, Green and Blue color channels on the outline of the crosshair. 0 indicates no Green, and 255 being as Green as possible. | 0 |
Windows Focus
| Setting Name | Description | Default |
|---|---|---|
| Bring Game to Foreground on Match Found | Upon game found, ARC Raiders will automatically appear above other programs open. | Off |
Mouse and keyboard
| Setting Name | Description | Default |
|---|---|---|
| Invert Vertical Look Input | On or Off | Off |
| Horizontal Sensitivity | 0 to 100 | 50 |
| Vertical Sensitivity | 0 to 100 | 50 |
| Zoom Sensitivity Multiplier | 0 to 100 | 100 |
| Scoped Zoom Sensitivity Multiplier | 1 to 200 | 100 |
Controller
| Setting Name | Description | Default |
|---|---|---|
| Aim Assist | Sets whether aim assist is enabled or not. | On |
| Interact / Reload Behaviour | Determines how the Interact / Reload button behaves.
Tap to Reload: tap to reload, hold to interact. Tap to Interact: Tap to interact, hold to reload. Prioritize Interact: Tap dynamically adjusts to the available action. If both action are available simultaneously, tap to interact, and hold to reload. Prioritize Reload: Tap dynamically adjusts to the available action. If both actions are available simultaneously, tap to reload, and hold to interact. |
Prioritize Interact |
| Invert Horizontal Look Input | Inverts your horizontal looking, so that you turn right by moving the stick left, and turn left by moving the stick right. | Off |
| Invert Vertical Look Input | Inverts your vertical looking, so that you look up by moving the stick down, and look down by moving the stick up. | Off |
| Horizontal Sensitivity | How quickly you look sideways, on a scale from 10 (slowest), to 400 (fastest). | 80 |
| Vertical Sensitivity | How quickly you look up and down, on a scale from 10 (slowest), to 400 (fastest) | 60 |
| Zoom Sensitivity Multiplier | How much your sensitivity slows down when aiming, as a percentage on a scale from 1 to 200. | 25 |
| Scoped Zoom Sensitivity Multiplier | How much your sensitivity slows down when aiming down scoped sights, as a percentage on a scale from 1 to 200. | 50 |
| Look Response Curve | This curve determines how much of your stick movement applies to looking based on your input.
Exponential: Starts low and gradually increases in steepness. Linear: Directly maps to your input with a 1:1 ratio. Sinusoidal: Smooth in, steep middle, smooth out. |
Exponential |
| Look Inner Deadzone | Compensates for stick drift by setting an inner range in which input is ignored. This is measured on a scale from 0 to 90, with a higher value indicating a larger deadzone. | 5 |
| Movement Inner Deadzone | Compensates for stick drift by setting an inner range in which input is ignored. This is measured on a scale from 0 to 90, with a higher value indicating a larger deadzone. | 15 |
| Horizontal Look Boost | Boosts how quickly you look sideways when the stick is moved all the way. This is helpful for turning quickly, while maintaining precision for smaller adjustments. | 55 |
| Vertical Look Boost | Boosts how quickly you look up and down when the stick is moved all the way. | 15 |
| Look Boost Ramp-Up Time | How much time it takes to accelerate to the full boost amount. | 1.6 |
| Zoom Horizontal Look Boost | While aiming, this boosts how quickly you look sideways when the stick is moved all the way. This is helpful for tracking fast moving targets, while maintaining precision for smaller adjustments. | 55 |
| Zoom Vertical Look Boost | While aiming, this boosts how quickly you look up and down when the stick is moved all the way. | 39 |
| Zoom Look Boost Ramp Up Time. | While aiming, this is how much time it takes to accelerate to the full boost amount. | 1.2 |
Legal
| Setting Name | Description | Default |
|---|---|---|
| Terms of Service and End User License Agreement | Opens a link to the Terms of Service and End User License Agreement. | N/A |
| Privacy Policy | Opens a link to the Privacy Policy. | N/A |