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Assassin's Creed Mirage
Optimization guide · Updated on July 13, 2026

How to improve FPS in Assassin's Creed Mirage (PC)

Assassin's Creed Mirage marks Ubisoft Bordeaux's return to the series' stealth roots, leaving behind the RPG scale of Odyssey and Valhalla to offer a densely reconstructed but more compact 9th-century Baghdad. It runs on an evolved version of the Anvil engine, and although the map is notably smaller than its recent predecessors, NPC density in souks, alleyways, and residential districts is much higher, which shifts a large share of the CPU load to the foreground even on modest configurations. The rendering itself is reasonably efficient, so with the right settings it's possible to get solid performance even on entry-level GPUs like the RTX 3050.

⚠️ Known for: The reconstruction of Baghdad with dense crowds in markets and narrow streets is by far the biggest bottleneck: hundreds of NPCs simulating routines, trade, and simultaneous stealth reactions spike CPU usage and cause frame time drops in crowded urban zones, while the game flies without issue in open exteriors.
Example with your hardware

This is what you'd gain with a NVIDIA RTX 3050

Without optimization (Ultra)
43 FPS
1080p · Ultra · no DLSS
With this guide applied
~79 FPS
1080p · Recommended settings
+ DLSS Quality
~101 FPS
1080p · Settings + DLSS
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Calculations based on our FPS model combined with the % gain of each setting (measured in public benchmarks).

1. Quick wins (no visual loss)

Start here. Each one adds a little, but together they give +43% free FPS.

Crowd Density

Recommended: Medium · Visual impact: Medium · Consensus: It's the first slider the community recommends touching: lowering it from High/Ultra to Medium is barely noticeable at mid distance, but frees up CPU in the map's most congested spots.
+16% FPS

Directly controls how many simultaneous NPCs the game simulates and renders in souks and streets. It's the most decisive performance setting in Baghdad because it affects both CPU (AI, animation) and GPU (skinning, character shadows).

Shadows

Recommended: High · Visual impact: Low · Consensus: Widely recommended: the visual difference between High and Ultra is almost imperceptible outside of screenshot comparisons, but the GPU cost of Ultra is disproportionate.
+9% FPS

Anvil uses fairly demanding shadow cascades in scenes with lots of vegetation and vertical architecture. Lowering from Ultra to High trims distant shadow resolution without affecting close-range contact shadows, key for reading the parkour environment.

Screen Space Reflections

Recommended: Medium · Visual impact: Imperceptible · Consensus: Clear consensus in optimization forums: water covers little of the playable map, so the GPU savings don't justify keeping it at Ultra except for promotional screenshots.
+6% FPS

SSR mostly affects the scenes along the Tigris and the city's canals, relatively limited surfaces of the map. Lowering it to Medium reduces the reflection buffer resolution without eliminating them.

Vegetation Quality

Recommended: High · Visual impact: Low · Consensus: Recommended to lower one notch from Ultra; the draw distance of far-off vegetation is where the savings show up most without degrading the foreground, where stealth-in-the-bushes gameplay happens.
+7% FPS

Baghdad has gardens, palm groves, and interior courtyards with dense vegetation that impacts draw distance and the number of alpha-blended objects rendered per frame.

Ambient Occlusion

Recommended: Medium · Visual impact: Imperceptible · Consensus: A visually low-risk change frequently cited in optimization guides; the impact is more visible in photo mode than in normal gameplay.
+5% FPS

The default Ultra AO uses a costly variant that reinforces contact between NPCs, hanging fabrics, and the narrow architecture typical of the alleyways. Medium keeps contact shadowing indoors without penalizing framerate as much.

2. Medium impact settings

Here's where most of the FPS is. Minor visual impact, major performance impact.

Ray Tracing (shadows/AO)

Recommended: Off · Visual impact: High · Consensus: The majority recommendation, except on an RTX 4070 or above: turning it off is the single biggest performance jump available in the game.
+22% FPS

Mirage includes ray tracing options for shadows and ambient occlusion, but their cost on mid-to-low-end GPUs is disproportionate to the visual improvement, especially since the game's base lighting is already solid without RT.

Texture Resolution

Recommended: High · Visual impact: Low · Consensus: Recommended to tune it based on available VRAM rather than aesthetic preference: on 6 GB cards, Ultra can cause stutter from VRAM saturation in market scenes.
+4% FPS

The game allows Ultra textures, but they demand considerable VRAM on 6-8GB cards. Lowering to High frees video memory with no significant sharpness loss at normal play distances.

NPC Draw Distance

Recommended: Medium · Visual impact: Medium · Consensus: A setting frequently mentioned alongside crowd density; both share a CPU budget, so adjusting them together gives the biggest margin in urban areas.
+8% FPS

Determines how far NPCs are simulated with full animation instead of simplified proxies. Reducing it eases CPU load in the busiest streets without visually emptying nearby scenes.

Anti-Aliasing

Recommended: Medium · Visual impact: Low · Consensus: Especially recommended when combined with upscaling, where the internal TAA takes a back seat to the image reconstructor.
+5% FPS

Mirage's TAA on Ultra applies more aggressive temporal sampling meant for 4K. At 1080p/1440p, Medium offers an almost identical result at lower GPU cost.

Depth of Field

Recommended: Low · Visual impact: Imperceptible · Consensus: Recommended to lower it both for performance and for tactical readability.
+3% FPS

A mostly cosmetic effect in dialogue and cutscenes; its cost in normal gameplay is low but not zero, and many players disable it because it makes it harder to identify guards at mid-distance during stealth.

3. Upscaling (DLSS / FSR / XeSS)

The biggest gain in the game. Compatible with almost any modern GPU.

NVIDIA DLSS 2

+32% FPS

Natively supported in Mirage, it's the recommended option on NVIDIA RTX GPUs: in Quality mode it offers very stable image reconstruction on the urban environment's stone and fabric textures, with notable gains and no visible artifacts in motion.

AMD FSR 2

+28% FPS

Available and works on any GPU (NVIDIA, AMD, or Intel). In Balanced mode it's the best option for entry-level cards without DLSS, though it shows somewhat more ghosting on dense garden foliage and character hair than DLSS.

Intel XeSS

+25% FPS

Integrated into the game, with reasonable performance even on non-Intel GPUs thanks to its DP4a compatibility path, though with somewhat less sharp reconstruction than DLSS in scenes with lots of architectural detail.

AMD FSR 1 (legacy)

+12% FPS

Still available as a universal fallback option for very limited hardware, but introduces perceptible blur on text and fine details; recommended only if FSR 2/XeSS aren't viable.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality mode before touching graphics sliders: in Mirage it usually gives more performance margin than lowering individual settings, and keeps the game sharp in detailed urban scenes.
  • •On 6GB VRAM GPUs, avoid combining Ultra textures with high crowd density: the combination saturates memory and causes micro-stutter when entering souks.
  • •Use NVIDIA Reflex if available in the graphics menu; it reduces input latency in tightly-timed stealth combat with no performance cost.

AMD

  • •On RDNA2/RDNA3 GPUs without strong dedicated RT, disable shadow ray tracing entirely: the relative cost is higher than on equivalent NVIDIA GPUs.
  • •Prioritize FSR 2 over FSR 1 whenever possible; the sharpness difference in Baghdad's masonry and fabric detail is notable, and FSR 2's extra performance cost is minimal.
  • •Update to the latest Adrenalin drivers before playing: Mirage received several AMD-specific performance patches in the weeks after launch.

Sistema

  • •Install the game on an SSD (preferably NVMe): the densely populated streets continuously stream textures and NPCs, and on HDD crowd pop-in is frequent.
  • •Close third-party overlays running over the game; occasional frame time drops have been reported when opening the map or skill menu while overlays are active simultaneously.
  • •If you notice stuttering in the first sessions after a patch, let the game finish compiling shaders in the background before entering heavily crowded zones.

5. Known game issues

Frame time drops in the Round Souk and main markets

The combination of high NPC density, active stealth systems, and texture streaming causes occasional FPS drops when entering the map's busiest zones, regardless of GPU power, as it's predominantly a CPU bottleneck.

Estado: Partially improved in patch 1.0.3, though it persists on configurations with 4-core CPUs or fewer.

Shader compilation stuttering after updates

After each patch or driver update, the first play sessions show micro-hitches when passing through new zones while the engine finishes compiling and caching shaders, a behavior more noticeable given Mirage's urban density.

Memory leaks in long sessions (launch version)

In the first weeks after launch, a progressive increase in VRAM and RAM usage was reported in sessions longer than two hours, leading to cumulative performance drops; later patches notably reduced the problem.

Estado: Mitigated in patch 1.0.5

6. Frequently asked questions

Does Assassin's Creed Mirage demand less than Valhalla or Odyssey?▾
In terms of minimum and recommended hardware, yes, it's somewhat more accessible being a smaller, more compact map. However, NPC density per square meter in Baghdad is higher than in Valhalla's cities, so performance in urban zones can actually be even more CPU-demanding despite the smaller map.
Is it worth enabling ray tracing in Mirage?▾
Only if you have an RTX 4070 or higher (or an equivalent high-end AMD card). The game's base lighting without RT is already very convincing, and the performance cost of shadow/AO ray tracing isn't well balanced against the real visual improvement it provides.
Why does the game run well in open country but drop FPS in the markets?▾
It's the expected behavior by design: outside urban zones the game is mainly GPU-limited, while in souks and narrow streets the bottleneck shifts to the CPU, which has to simulate AI, pathing, and animations for dozens of simultaneous NPCs.
Which upscaling method should I use with an RTX 3050?▾
DLSS in Quality or Balanced mode is the best option on the RTX 3050, since it offers sharper reconstruction than FSR 2 at a similar performance cost.

Want to know exactly how many FPS YOUR PC will get?

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Calculate FPS for Assassin's Creed Mirage →

Calculations based on consensus of technical sources and our own FPS model. More about our methodology →

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