The default preset in the Call of Duty: Modern Warfare 4 beta is built to look good, not to win gunfights. A competitive setup does the opposite. It trades volumetrics, reflections, and post-processing for frame rate, then spends what is left on the things that actually help you see and hit people. The open beta runs through September 1 ahead of the game’s October 23, 2026 launch, so there is limited time to dial this in.
Quick answer: Set Graphic Preset to Custom, Render Resolution to 100%, Upscaling to NVIDIA DLSS, VRAM Scale Target to 80, NVIDIA Reflex Low Latency On, V-Sync (Gameplay) Off, and turn off ray tracing reflections, motion blur, and depth of field.
Upscaling, render resolution and VRAM: The biggest FPS levers
Almost all of your frame rate comes from three options. Render resolution decides how many pixels the GPU draws, upscaling decides how cheaply it gets to your monitor, and the VRAM budget decides whether you stutter when textures stream in. Set these first, then stop tuning if you already hit your refresh rate.
| Setting | Value |
|---|---|
| Graphic Preset | Custom |
| Render Resolution | 100% |
| Dynamic Resolution | Off |
| Upscaling/Sharpening | NVIDIA DLSS |
| NVIDIA DLSS Preset | Quality at 1080p; Performance or Ultra Performance if you need more frames |
| NVIDIA DLSS Sharpness | 50–60 |
| NVIDIA DLSS Model | CNN (Legacy) |
| AMD FSR Frame Generation | Off |
| Ray Tracing Reflections | Off |
| VRAM Scale Target | 80 |
Keep render resolution at 100% and let DLSS do the work instead of scaling the image down blindly, which softens enemy outlines at distance. The DLSS preset is where personal preference kicks in. Quality keeps the cleanest image on a mid-range card such as an RTX 3060 Ti at 1080p, while Performance and Ultra Performance push frames higher at the cost of some sharpness, which the 50 to 60 sharpness value partly recovers.
Note: Frame generation adds latency when your base frame rate is low. Leave it off unless you are already comfortably above 60 FPS before enabling it.
Effects and lighting settings that hide enemies
Blur, shadows, and volumetric smoke cost frames and actively work against you. Explosions and particle effects are the worst offenders because they spike exactly when a fight starts. Cut them hard and keep the handful of settings that improve readability.
| Setting | Value |
|---|---|
| World Motion Blur | Off (or Cutscenes Only) |
| Weapon Motion Blur | Off |
| World / Weapon Depth of Field | Off |
| Texture Resolution | Normal, or High with 8GB+ VRAM |
| Texture Filter Anisotropic | Low to Normal |
| Detail Quality | Normal or Low |
| Particle Resolution | Very Low |
| Bullet Impacts / Persistent Effects | On |
| Shader Quality / Shading Quality | Low |
| On-demand Texture Streaming | Optimized |
| Local Texture Streaming Quality | Low |
| Shadow Quality | Very Low |
| Shadow Filtering Quality | Low |
| Screen Space Shadows | Off |
| Occlusion and Screen Space Lighting | Off |
| Screen Space Reflections | Off |
| Static Reflection Quality | Low |
| Terrain Quality | Medium |
| Volumetric Quality | Low |
| Deferred Physics Quality | Off |
| Weather Grid Volumes Quality | Off |
| Water Quality | Off |
Texture resolution is the one setting worth spending on. It barely affects frame rate compared with shadows or volumetrics, but it eats VRAM, so drop it to Low on cards with 4GB or less and leave it at Normal or higher above 8GB. Bullet Impacts and Persistent Effects stay on because they show you where shots are landing.
Display mode, Reflex and frame rate cap
Latency settings do not show up in a frame counter, but they change how quickly your input reaches the screen. Reflex on, V-Sync off during gameplay, and a manual frame cap is the standard low-latency combination.
| Setting | Value |
|---|---|
| Display Mode | Fullscreen Exclusive (Fullscreen Borderless if you alt-tab often) |
| Display Resolution | Your monitor’s native resolution |
| Screen Refresh Rate | Highest available |
| Aspect Ratio | Automatic |
| Background Shader Preloading | On |
| NVIDIA Reflex Low Latency | On |
| Eco Mode Preset | Efficiency |
| V-Sync (Gameplay) | Off |
| V-Sync (Menus) | Personal preference |
| Custom Frame Rate Limit | Custom, set a few frames below your refresh rate |
| Reduce Menu Render Resolution | Optimal |
| Pause Game Rendering | Off |
| Reduce Quality when inactive | 30 seconds |
| Focused Mode | 0 |
A steady capped frame rate beats a higher average that swings wildly, because frame-time spikes are what make tracking feel inconsistent. If you run G-Sync or FreeSync, keep the in-game cap just under the refresh ceiling.
Field of view and camera movement
FOV is a trade. A wider view spots flankers earlier but shrinks distant targets and costs a few frames, since the GPU renders more of the map. Anything from 103 to 120 is defensible; 105 to 110 is the safest middle ground for multiplayer.
| Setting | Value |
|---|---|
| Field of View (FOV) | 105–110 (up to 120 if you prefer maximum width) |
| Enhanced FOV | On for wider ADS view, Off for a more zoomed sight picture |
| 3rd Person FOV | 90 |
| Vehicle FOV | Default |
| 1st Person Camera Movement | Minimal (25%) |
| 3rd Person Camera Movement | Minimal (25%) |
Camera movement at 25% is the change most people notice immediately. It flattens the bob and sway during sprints and slides, which keeps your crosshair readable while moving.
Mouse and controller input settings
On mouse and keyboard, the only settings that need attention are sensitivity, the ADS multiplier, and acceleration. Pick a sensitivity you can turn 180 degrees with comfortably, leave the ADS Sensitivity Multiplier at its default of 1.0 so your aim scales predictably across optics, and open Mouse Advanced Settings to confirm mouse acceleration is off. Acceleration makes identical hand movements produce different in-game turns, which prevents muscle memory from forming.
Controller players have more to configure. Consistency matters more than raw speed here.
| Setting | Value |
|---|---|
| Button Layout | Tactical Flipped |
| Sensitivity | 1.6–1.7 |
| Controller Vibration | Off |
| Left Stick Min / Max | 1–5 / 65 |
| Right Stick Min | 1–6 |
| ADS Sensitivity Multiplier | 1.0 |
| Sensitivity Transition Timing | Instant |
| Aim Response Curve | Dynamic |
Tip: Start with low dead zones and raise them only if your aim drifts on its own. The lowest possible value is not automatically correct, because worn sticks need more headroom.
Movement and combat behavior settings
The Intelligent Movement options automate actions the game thinks you want. That helps some players and gets others killed by mantling a windowsill mid-fight. Corner Slice, which peeks around cover as you approach it, is the one assist worth keeping on because it exposes angles without slowing you down.
| Setting | Value |
|---|---|
| Sprint Assist | Off for manual control, On to reduce input load |
| Mantle Assist | Off |
| Corner Slice | On |
| Crouch Behavior | Toggle |
| Prone Behavior | Toggle |
| Slide Maintains Sprint | On |
| Slide/Dive Behavior | Hybrid |
| Aim Down Sight Behavior | Hold |
| Weapon Mount Activation | Double Tap ADS |
Slide Maintains Sprint is the one to leave on regardless of playstyle, since it preserves momentum out of a slide instead of dropping you to walking speed. On keyboard, moving Change Stance/Slide/Dive to Left Alt, Sprint to Caps Lock, and melee to a spare mouse button keeps your fingers on WASD during the actions that matter. A dedicated melee weapon activation binding also stops you from swinging a knife when you meant to aim.
Audio mix and HUD settings for faster reads
Audio should be treated as information, not atmosphere. Set Speaker Output to Stereo and Audio Mix to Headphones, push Master Game Volume and Effects to 100, drop Gameplay Music to 0, and keep Dialogue around 60 to 70 so callouts do not bury footsteps. Confirm your Voice Chat device and Push to Talk key while you are in the menu.
On the interface side, pull the HUD bounds inward so the minimap and ammo counter sit closer to the center of your screen and require less eye travel. Set the crosshair to Static in a high-contrast color such as teal, white, or blue, disable HUD widget shake, and check that hit marker visuals and directional damage indicators are enabled. Minimap Rotation is a preference, though a fixed map is easier to read at a glance under pressure.
Fix beta stutter: Shader preloading and SSD install
Frame-time hitches in the first few matches usually are not a settings problem. Shaders are the small programs that handle lighting, shadows, surfaces, and effects, and compiling them mid-match causes the freezes people mistake for a bad rig.
You will know it worked when frame times stay flat through the opening thirty seconds of a match, the period where new effects, weapons, and lighting are being loaded for the first time. If stutters persist after preloading completes, your texture settings are likely exceeding your card’s VRAM, and no frame cap will smooth that out. Lower Texture Resolution and Local Texture Streaming Quality until it fits.
Once these are set, resist the urge to keep changing them. Sensitivity, FOV, and camera movement in particular only pay off after your hands have adapted to them, and swapping values every session guarantees that never happens. Lock the config, cap your frames, and spend the rest of the beta learning the maps instead of the menus.





