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Squad
Optimization guide · Updated on July 13, 2026

How to improve FPS in Squad (PC)

Squad is the benchmark for large-scale tactical shooters: matches of up to 100 players split into squads, with heavy vehicles, supply logistics, and FOB construction all simulated at once on the client. Offworld Industries built the game on Unreal Engine 4, but the real load doesn't come from the graphics side — it comes from processing dozens of players, vehicle AI, ballistic projectile physics, and real-time radio communication systems. The result is an engine that pushes the CPU harder than almost any other multiplayer title, leaving the GPU in a secondary role except at high resolutions.

⚠️ Known for: Squad is infamously CPU-bound, where per-core performance matters far more than raw graphics power.
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
~83 FPS
1080p · Recommended settings
+ DLSS Quality
~106 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 +61% free FPS.

Foliage/Grass Density

Recommended: Low · Visual impact: Medium · Consensus: A near-mandatory setting in the competitive community: less grass, more FPS, and more visible players.
+18% FPS

Squad's tall grass isn't just cosmetic: on Ultra it hides prone players and saturates vegetation rendering on large maps. Lowering it to Low frees up a lot of CPU/GPU load and improves your competitive visibility.

View Distance

Recommended: Medium · Visual impact: Medium · Consensus: One of the highest FPS returns of any setting in the game, according to the competitive server community.
+15% FPS

With multi-square-kilometer maps and dozens of players spread across the terrain, view distance dramatically increases the number of entities the CPU must process each frame.

Shadow Quality

Recommended: Low · Visual impact: Medium · Consensus: Widely recommended; the visual impact is mostly noticeable indoors and barely matters in open combat.
+12% FPS

Dynamic shadows from vehicles, buildings, and vegetation on large maps are one of the most expensive tasks for the GPU in UE4.

Effects Quality

Recommended: Medium · Visual impact: Low · Consensus: Recommended for full servers; on Low some players notice less visual info about threats.
+10% FPS

Artillery explosions, vehicle smoke, and gunfire from dozens of simultaneous players generate particle spikes that hit both CPU and GPU in large engagements.

Anti-Aliasing

Recommended: Medium · Visual impact: Low · Consensus: A minor but free setting; many players lower it just to gain long-range clarity.
+6% FPS

Unreal Engine 4's TAA in Squad has a moderate GPU cost and can introduce some blurriness at range, right where spotting enemy silhouettes matters most.

2. Medium impact settings

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

Texture Quality

Recommended: High · Visual impact: Low · Consensus: Can be left high except on GPUs with under 6GB VRAM, where it's worth dropping to Medium.
+5% FPS

Squad isn't especially VRAM-demanding except on very limited cards, so Texture Quality barely moves the framerate on most modern GPUs.

Mesh Quality

Recommended: Medium · Visual impact: Medium · Consensus: Recommended to lower it a notch in mechanized infantry matches with lots of active FOBs.
+8% FPS

Controls the level of detail (LOD) of vehicles, structures, and deployables, which can add up quickly on maps with a lot of logistics content.

Post Process Quality

Recommended: Medium · Visual impact: Medium · Consensus: Highly recommended in the competitive community since it improves visibility as well as performance.
+7% FPS

Groups effects like bloom, depth of field, and color correction that on Ultra add a noticeable GPU load without providing any tactical advantage.

Resolution Scale

Recommended: 90 · Visual impact: Low · Consensus: A solid alternative to upscaling when your hardware doesn't support DLSS or FSR.
+10% FPS

Squad lets you render below native resolution and upscale, which directly relieves GPU load in the most demanding large-scale combat scenes.

3. Upscaling (DLSS / FSR / XeSS)

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

NVIDIA DLSS 2

+30% FPS

Squad integrates DLSS 2 into Unreal Engine 4, especially useful at 1440p and 4K where GPU load climbs due to dense vegetation rendering and massive combat effects.

AMD FSR 2

+25% FPS

FSR 2 works on any GPU and offers a solid alternative to DLSS for those without an NVIDIA card, with reasonable image quality in Quality mode.

4. Tips by GPU

NVIDIA

  • •Enable Reflex if your Squad build supports it to reduce input latency in close-quarters combat, where every millisecond counts.
  • •On mid-range GPUs, prioritize lowering Foliage and View Distance before touching textures: the real bottleneck is almost always the CPU, not VRAM.
  • •Use DLSS in Quality mode at 1440p/4K to free up GPU headroom in combat scenes with vehicles and smoke, without sacrificing sharpness.

AMD

  • •Enable Anti-Lag to reduce perceived latency in short-range firefights, very common in Squad's urban combat.
  • •FSR 2 in Quality mode is your best ally if your CPU is already comfortable and you want to squeeze out a bit more FPS at high resolutions.
  • •Check that high-performance mode is enabled in the Adrenalin panel, since Squad sustains CPU/GPU loads through very long matches.

Sistema

  • •Prioritize a CPU with strong per-core performance over more cores: Squad relies on the main thread to simulate players, vehicles, and logistics.
  • •Install the game on an NVMe SSD. Squad's maps are huge, and streaming terrain/vegetation from an HDD causes visible stutters while moving in a vehicle.
  • •Close overlays and background applications, since in 100-player matches any extra CPU usage translates directly into the framerate.

5. Known game issues

Micro-stutters when entering areas with many players

It's common to see occasional framerate drops when approaching hotspots with 20-30 players, vehicles, and deployables active at once.

CPU spikes when deploying or destroying FOBs

Building and destroying logistics structures generates computation spikes on the main thread that can translate into brief stutters.

Incomplete use of multiple cores

Much of Squad's game logic still relies on a dominant thread, so CPUs with many cores but mediocre frequency perform worse than expected.

6. Frequently asked questions

Why doesn't my powerful GPU improve FPS in Squad?▾
Because Squad is famously CPU-bound: simulating up to 100 players, vehicles, logistics, and radio communication falls on the CPU's main thread.
Which setting gives the most FPS with the least visual loss in Squad?▾
Foliage/Grass Density and View Distance are the two settings with the best FPS-gained-to-visual-impact ratio.
Is it worth enabling DLSS or FSR in Squad?▾
It adds a noticeable FPS boost at 1440p and 4K, especially in massive engagements with vehicles and smoke, but since the game is CPU-bound the improvement margin is usually smaller.
What CPU do I need to play Squad smoothly on full servers?▾
More than cores, you need frequency and good per-thread performance: processors like Ryzen 5000/7000 or Intel 12th/13th gen onward hold up better on 100-player servers.

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

Enter your GPU and CPU in our calculator and measure the real impact of each setting.

Calculate FPS for Squad →

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

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CheckFPS was created by Lluis Enric Mayans, a PC hardware and graphics performance specialist. 200+ games, 135 GPUs, and real benchmark data to help you make better decisions.

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