Start 1
Turn mouse acceleration off
Uncheck Enhance pointer precision, set the pointer-speed slider to the middle notch, and turn acceleration and angle snapping off in the mouse software.
Start 2
Render scale 100, or lower on purpose
Video, Graphics quality. Render scale is the internal resolution. Automatic will move it under you. Pick a number so the picture stays one sharpness.
Start 3
Dynamic render scale off while you tune
It lowers the scale when frames drop, then raises it when they recover. Useful as a safety net after you have chosen a floor. Confusing while you are testing.
Start 4
Reduce buffering on, Reflex on
Reduce buffering cuts the queue of frames waiting to be shown. NVIDIA Reflex On + Boost does the same job on NVIDIA cards. Use Reflex if you have it. VSync off.
Graphics quality
Overwatch will run on very modest PCs if render scale comes down. It will also melt a laptop at 4K with refraction, local fog, and dynamic reflections on High. The effects settings are honest: each one is a named effect. Turn off the ones you do not need to see, starting with local fog, refraction, and dynamic reflections.
High quality upscaling (the game’s FSR, NIS, or similar option, depending on the GPU) is how you keep a higher output resolution while rendering less. Use it if a manual render scale looks too soft. Do not run a low render scale and an upscaler and also expect a sharp image. Pick one path.
- Display modeFullscreen
- Render scaleA fixed number, not Automatic
- Dynamic render scaleOff while testing
- Local fog detailLow or Off
- Refraction qualityLow
- Dynamic reflectionsOff
- Reduce bufferingOn
- NVIDIA ReflexOn + Boost
Lock the scale. Then cut the effects that fill the screen in a team fight.
| Setting | Set it to | Frames |
|---|---|---|
| Render scaleThe pixel count. Automatic hides the choice. A fixed 75 is a choice you can feel and then accept or undo. | 100, or 75 if you need FPS | LargeThe pixel count. Automatic hides the choice. A fixed 75 is a choice you can feel and then accept or undo. |
| Dynamic render scaleAfter the picture is chosen, you can set a minimum scale so a huge fight cannot fall off a cliff. While testing, leave it off or you will not know which setting helped. | Off, then on as a floor | LargeAfter the picture is chosen, you can set a minimum scale so a huge fight cannot fall off a cliff. While testing, leave it off or you will not know which setting helped. |
| Texture qualityHeroes are readable at Medium. Ultra is for cards with memory to spare. | High if VRAM allows, Medium if it hitches | SomeHeroes are readable at Medium. Ultra is for cards with memory to spare. |
| Texture filteringAnisotropic filtering. Cheap. Low looks smeary on floors. | Medium or High | SmallAnisotropic filtering. Cheap. Low looks smeary on floors. |
| Local fog and refractionFog volumes and distorted effects (barriers, some ultimates) are GPU-heavy and they are exactly the frames where you need to see. | Low or Off | LargeFog volumes and distorted effects (barriers, some ultimates) are GPU-heavy and they are exactly the frames where you need to see. |
| Shadow and model detailLow is the FPS pick. Medium if silhouettes look too simple and you still hold refresh. | Low or Medium | SomeLow is the FPS pick. Medium if silhouettes look too simple and you still hold refresh. |
| Dynamic reflections and lighting qualityScreenspace shine. Cosmetic. | Low or Off | SomeScreenspace shine. Cosmetic. |
| Antialias qualityHigh is smoother and slower. Low plus a reasonable render scale is the competitive pair. | Low or Medium | SomeHigh is smoother and slower. Low plus a reasonable render scale is the competitive pair. |
| Reduce bufferingFewer frames sitting in the queue. The picture can tear slightly. That is the latency trade, and for this game it is the right one. | On | SomeFewer frames sitting in the queue. The picture can tear slightly. That is the latency trade, and for this game it is the right one. |
Aim sens, zoom sens, and a straight pointer
Overwatch 2 does not add mouse acceleration on top of a raw reading. If flicks travel farther when they are faster, Enhance pointer precision is still on in Windows, or the mouse software has a speed curve. Fix that before you touch hero settings.
Relative aim sensitivity while zoomed is the Ana, Ashe, and Widow multiplier. It is not acceleration. 0 means the zoom sens matches your hipfire in the way the slider defines it. Read the tooltip in the control menu and change it once. Aim ease in and aim smoothing on a mouse are leftovers from controller aim assist curves. On mouse and keyboard, leave smoothing and ease-in off so the swipe is linear.
Reduce buffering, covered in the graphics section, is the latency switch. It is separate from the pointer. You want both: a linear mouse, and a short frame queue.

| Setting | Set it to | Frames |
|---|---|---|
| Enhance pointer precisionThe usual Windows checkbox. Middle pointer-speed notch. | Off | LargeThe usual Windows checkbox. Middle pointer-speed notch. |
| Aim smoothing and aim ease inThose curves are for controllers. On a mouse they feel like acceleration. | Off on mouse and keyboard | LargeThose curves are for controllers. On a mouse they feel like acceleration. |
| Relative aim sensitivity while zoomedA zoom multiplier for scoped heroes. | Set per hero, then stop | SmallA zoom multiplier for scoped heroes. |
| Reduce bufferingLatency, not the pointer. Still worth confirming. | On | SomeLatency, not the pointer. Still worth confirming. |
Custom frame limit
The video menu has a custom frame-rate limit. Set it to 0 or to your monitor while testing so a forgotten cap of 60 is not the “optimization.” If the rate swings in a 6v6 fight, cap just under the monitor, leave Reduce buffering on, and stop chasing the lobby number. The practice range is quieter than a real game and will lie to you.
The practice range is the quiet version
The practice range does not throw a grav, a cage, and three ultimates at the same time. A render scale that feels fine on the bots will dip in a real fight. Play a match, or a custom game with a full team of bots, before you decide the graphics menu is finished.
Leave dynamic render scale off while you do that test. If it is on, the game lowers the internal resolution whenever the fight gets expensive, so you cannot tell whether your slider helped. After the picture is chosen, you can turn dynamic render scale back on as a floor so one huge fight cannot fall off a cliff.
- 1Set render scale to a fixed number.
- 2Turn dynamic render scale off.
- 3Play one real fight with the FPS counter on.
- 4Cut one effect, starting with local fog or refraction.
- 5Play another fight. Turn the dynamic floor back on only after the picture is settled.
Leave these alone
Automatic render scale plus every effect on High
The game will lower the resolution whenever the effects get expensive, so the image goes soft in the fight and sharp in spawn. Fix the effects, then pick a scale.
Triple buffering and VSync together for “smoothness”
That pair adds delay. Variable refresh on the monitor, VSync off, Reflex or Reduce buffering on.