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 scaling under 100 if you need frames
Graphics, then Render scaling. 100 is native sharpness. 75 and 50 are the FPS levers. This is internal resolution, so it works even when the display resolution stays native.
Start 3
Shadows, reflection, and ambient occlusion off
They are lighting quality. Player models stay readable without them. Ambient occlusion is a regular FPS tax in this game.
Start 4
T-AA off, or T-AA if the shimmer bothers you
Off is sharper and faster. T-AA is softer and calmer. T-AA 4x and above costs more than it gives a competitive picture.
Graphics
Siege will show you a small FPS estimate in the graphics menu. Use it as a hint, then confirm in a custom game on a map you actually play. The menu benchmark is not a site execute.
Texture quality follows VRAM. Very high on an 8 GB card is a stutter risk, same as Apex. Medium or High is enough to read the room. LOD quality can stay High or Very high if you have the frames: it keeps distant props from popping, which matters when you are holding a pixel angle. If you are desperate for frames, drop LOD after render scaling, not before.
- Display modeFullscreen or Borderless
- Render scaling100, or 75 / 50 for FPS
- Anti-aliasingOff or T-AA
- ShadowsLow or Off
- Ambient occlusionOff
- Reflection qualityOff
- Texture qualityMedium or High
- VSyncOff
Render scaling first. The lighting rows next. Texture quality only as high as the card’s memory allows.
| Setting | Set it to | Frames |
|---|---|---|
| Render scalingThe direct pixel cut. 50 is soft. It is also the difference between holding 144 and not, on a mid-range GPU. | 100, then 75, then 50 | LargeThe direct pixel cut. 50 is soft. It is also the difference between holding 144 and not, on a mid-range GPU. |
| Anti-aliasingOff shimmers and runs faster. T-AA hides the shimmer. Higher T-AA sample counts are diminishing returns. | Off or T-AA | LargeOff shimmers and runs faster. T-AA hides the shimmer. Higher T-AA sample counts are diminishing returns. |
| ShadowsDynamic shadows in a building full of lights are expensive. Low keeps a little depth. Off is the FPS pick. | Low or Off | LargeDynamic shadows in a building full of lights are expensive. Low keeps a little depth. Off is the FPS pick. |
| Ambient occlusionCorner shading. Consistent cost, no competitive information. | Off | LargeCorner shading. Consistent cost, no competitive information. |
| Reflection and lens effectsScreenspace reflections and flares. Both are cosmetic. | Off | SomeScreenspace reflections and flares. Both are cosmetic. |
| Shading and shadow qualityThe filtered look of surfaces. Low is fine for play. | Low | SomeThe filtered look of surfaces. Low is fine for play. |
| LOD qualityPop-in on a long angle is information leaving the screen. Protect this if render scaling already bought you the frames. | High if you can | SomePop-in on a long angle is information leaving the screen. Protect this if render scaling already bought you the frames. |
| NVIDIA ReflexUse it when Siege shows the option. VSync still off. | On, if the menu has it | SomeUse it when Siege shows the option. VSync still off. |
Raw input on, acceleration off
If the mouse controls show a raw-input checkbox, leave it on. That switch makes the game read the sensor instead of the Windows pointer. Then turn off Enhance pointer precision in Windows so the two are not fighting the moment raw input is ever off.
ADS sensitivity is a separate slider from hipfire. It is not acceleration. Players who “cannot control the ACOG” are often on a high ADS multiplier, not on a Windows bug. Lower the ADS slider, leave raw input on, and play a custom game on one angle until it is boring.
The mouse software rules are the same as everywhere else: acceleration off, angle snapping off, 1000 Hz unless a higher rate makes the frame time worse.

| Setting | Set it to | Frames |
|---|---|---|
| Raw inputSettings, Controls, the mouse section. This is the in-game switch. | On | LargeSettings, Controls, the mouse section. This is the in-game switch. |
| Enhance pointer precisionThe Windows half of the same job. | Off | LargeThe Windows half of the same job. |
| ADS sensitivityA multiplier. It does not add frames. | Lower than you think if the scope yanks | SomeA multiplier. It does not add frames. |
| Angle snappingIn the mouse software, not in Siege. | Off | LargeIn the mouse software, not in Siege. |
Display mode and the FPS cap
Fullscreen is the classic low-delay mode. Borderless is close on Windows 11 if Optimizations for windowed games is on, and it alt-tabs cleanly. If borderless feels late, switch to fullscreen before you touch textures.
The FPS limit should be unlimited while you test, then capped near the monitor if the counter swings. A cap at 60 on a 144 Hz monitor is a setting people forget they turned on. Look at the number.
Trust a custom game more than the menu estimate
The graphics menu prints an FPS estimate. It is a hint about the preset, not a site execute with gadgets and a smoke. Make a custom game on a map you play, stand on the site you actually hold, and read the counter there.
Render scaling is the first cut. Shadows and ambient occlusion are the second. Texture quality is the one people raise because the floor looks nicer, and it is the one that fills VRAM. If the custom game hitches when you swing a doorway, drop textures before you blame the CPU.
- 1Set render scaling and turn VSync off.
- 2Start a custom game on one map.
- 3Hold one angle for half a minute and note the FPS.
- 4Change one graphics row.
- 5Hold the same angle again.
Leave these alone
Max texture quality as the first “competitive” change
It makes the floor nicer and can stutter an 8 GB card. Render scaling and shadows move FPS. Textures mostly move VRAM.
T-AA at the highest sample count plus 100 render scale on a struggling GPU
You are paying twice for a smooth image. Cut render scale first, then decide if you still want T-AA.