The first settings section "Monitor" deals with the usual display settings.
Here you can select between windowed, borderless, and fullscreen output.
Control supports 16:9, 16:10, 4:3, and 21:9 widescreen monitors.
Rendering resolution can be switched independently from monitor resolution. For example, with 1920x1080 selected in "Resolution", you are free to choose from a wide range of options: 960x540, 1280x720, 1366x768, 1920x1080, 2560x1440 (so rendering at a higher resolution is possible).
When an NVIDIA GeForce RTX card is installed, the DLSS option becomes active. It works in conjunction with the rendering resolution option and post-processes the upscaled image, filling in more details using a pre-trained artificial intelligence network.
V-Sync can be disabled completely; there is no hidden FPS cap.
On the "Quality" tab, you have a ton of options that let you fine-tune the visual experience to reach your target FPS rate.
The game has three quality presets: "low", "medium", "high", and "custom". We used "high" for all our testing.
Lots of options here—the option that's really missing is a way to turn off motion blur. In Control, the motion blur effect is very strong and super annoying, at least for me—other players even get nauseated. Remedy has commented that they will have a fix for this in an upcoming update (mid-September). For now, follow this guide to disable motion blur in Control. If the instructions are unclear or you need other help, please do let us know in the comments of this article. I used this method after the first hour of playing and have finished the game with it—it makes a huge difference.
It would also be nice to have an FOV slider. While the FOV is not nearly as narrow as some console ports, it could still be a little bit wider.
Control is one of NVIDIA's RTX bundle titles, so it's not surprising to see RTX support.
Unlike most other RTX titles, Control uses several raytracing techniques
"Raytraced reflections" enables life-like reflections that don't rely on screen-space techniques, which means that it can actually reflect objects that are not on screen.
"Raytraced Transparent Reflections" enables reflections on surfaces like glass.
"Raytraced Indirect Diffuse Lighting" enhances the surroundings of elements by bouncing light rays off them, picking up the element's color and transporting that color to nearby surfaces.
"Raytraced Contact Shadows" work on top of existing pre-baked shadow maps to enhance shadowing of smaller areas. Since shadow maps are limited in resolution, they often don't work "exactly right". RTX addresses this by tracing rays to light sources to generate accurate real-time shadows that properly connect with their objects, grounding them firmly in the scene.
"Raytraced Debris" lets you enable the raytracing features for all the small pieces of debris that will fly around you during intense firefights. They are now able to cast shadows, reflect light, and affect lighting in the scene.
All screenshots on the previous page were taken with RTX off to show readers with an AMD or Intel GPU what they can expect from the normal gameplay experience. Let's look at RTX rendering on the next page.