The first settings screen deals with the usual monitor-related settings
The game supports "windowed," "borderless fullscreen," and "fullscreen."
You may adjust field of view between 65 and 110 degrees. I found the default of 80 degrees too narrow and ended up playing at 100°.
Deathloop supports NVIDIA Reflex right out of the box. Reflex reduces the render latency of your gaming system to have clicks and keypresses register as quickly as possible. Besides "off" and "on," there's also "on + boost," which automatically overclocks the GPU, too. All this is part of the NVIDIA driver, Deathloop just enables the feature, so there is no risk of instability or similar.
"Low Latency" is a similar option; I suspect it actually
changes how many frames are rendered in advance and queued for display. When enabled, latency is lower, but frametimes are slightly more uneven.
You can disable V-Sync, but an FPS limiter is always active because of how the Void engine is designed. The FPS limiter (last option on this page) lets you select an FPS limit between 30 and 120 FPS in steps of 15 FPS. For all our testing, we worked around this and increased the FPS cap to 500.
"Upscaling" lets you enable AMD FSR. There's also an empty space in the dropdown for NVIDIA DLSS, which isn't available at this time. We'll take a closer look at AMD FSR quality and performance in a separate article soon.
AMD FSR mode can be "Adaptive Resolution," which dynamically adjusts the render resolution based on whether an FPS target is reached, or not. The other options here are the expected choices recommended by AMD: "Ultra Quality," Quality," "Balanced," and "Performance."
Using the "Adaptive Resolution" settings group, you can fine-tune the behavior of the dynamic resolution feature
The "Advanced Options" screen has additional settings for specific details settings
Lots of choices here; I like that you can turn off motion blur and depth of field
Also worth mentioning is that the AA options are "off," "low," "high," and "temporal." When FSR is enabled, "temporal" is automatically forced.
The ray tracing capability of Deathloop is hidden behind the "Sun Shadows" option. If you switch it from its default of "simple" to "ray traced," the game will render shadows cast by the sun using RT instead of classic rasterization. Just to clarify, the sun is the only light source that's taken into account for RT. Indoors, there's no visual difference between RT on and off. The player model also is not included in ray tracing, so you will not cast a shadow. We also noticed several other spots in the game where RT wasn't anywhere close to accurate. It seems this feature was added at the last minute, which also explains why other light sources aren't supported for RT, as just the sun is much simpler to implement.