Performance & Settings
Valor Mortis is a demanding Unreal Engine 5 game and the demo is an early build. This is a practical guide to running it smoothly — what to change, what the known issues are, and what's still unconfirmed.
This is the demo build
“My PC shuts off during shader compilation”
This is the single most-reported technical issue players hit, and it's frightening — but it's almost never a corrupt install. Shader compilation drives every CPU core to 100% in a sustained burst, which is one of the most extreme power and thermal loads any game produces. A machine that hard powers-off is tripping a protection limit, not crashing the game.
The usual culprits, in order of likelihood:
- Power supply — an ageing or under-spec PSU can't hold up the transient load. This is the most common cause of a full shutdown.
- CPU thermals / power limit — let it run on a cool system; clear dust and check airflow.
- Unstable overclock or undervolt — reset CPU and RAM (XMP/EXPO) to stock and retest. An undervolt that's “stable” in light games often fails under an all-core shader compile.
- GPU drivers — update to the latest, then let the one-time compile finish before you start playing.
Stuttering & hitching
Early UE5 games are prone to two kinds of stutter: shader compilation stutter (first time an effect appears) and traversal stutter (streaming new areas in). Both improve a lot after a first pass through a location. To minimise them:
- Let the initial shader compilation finish completely before playing.
- Cap your framerate slightly below your monitor's refresh rate for more consistent frame pacing.
- Enable upscaling (see below) to give the GPU headroom.
- Disable third-party overlays (Discord, RTSS, GeForce Experience) if hitching persists.
- Install the game on an SSD — traversal stutter is worse from a hard drive.
Best-settings starting point
There's no single “correct” preset — it depends on your GPU — but these are the highest-impact dials in a UE5 Souls-like and a sensible order to tune them. Start from your hardware's auto-detected preset and adjust from there.
| Setting | Guidance |
|---|---|
| Upscaling / Resolution Scale | Your biggest FPS lever. Set quality-mode upscaling first before lowering other settings. |
| Frame-rate cap | Cap a few FPS below your refresh rate. Smoother pacing matters more than peak FPS in a parry-timing game. |
| Shadows | High → Medium is a large GPU saving with little visual loss in this art style. |
| Effects / Post-processing | Lowering helps in heavy blood-magic moments; also reduces some of the bloom/vignette intensity. |
| Anti-aliasing (TSR) | Leave on — turning it off causes heavy shimmering on the period detail. |
| Motion blur | Personal taste; off gives a crisper read on enemy wind-ups. |
Tune for readability, not screenshots
DLSS, FSR & frame generation
They're already in the demo
The Upscaler dropdown offers, straight from the demo's settings:
| Upscaler | Notes |
|---|---|
| NVIDIA DLSS | Modes from Ultra Performance up to Ultra Quality, plus DLAA. Requires an RTX GPU and a current driver. |
| AMD FSR 3 | Includes FSR 3 Frame Generation and AMD Anti-Lag 2. Works on most GPUs. |
| Intel XeSS | Ultra Performance → Ultra Quality, plus a Native Antialiasing mode. |
| TSR (Unreal) | Vendor-agnostic temporal upscaler; a safe default on any GPU. |
| FXAA / TAA | Anti-aliasing only, no upscaling. |
| Off | Native rendering, no AA — expect shimmering. |
Frame generation is available through FSR 3 (and on the DLSS path for supported NVIDIA cards). It multiplies smoothness but doesn't reduce input latency, so pair it with Anti-Lag / Reflex and a base framerate that already feels responsive.
Two gotchas
FOV, vignette & HDR
Several players note the default first-person field of view feels narrow and the screen edges carry a strong vignette. If a FOV slider is exposed in your build, nudging it up widens your peripheral read on flanking enemies — useful given the lock-on debate. Lowering post-processing also tones down the vignette and bloom.
HDR has been reported as looking washed out or mis-calibrated for some players. If it looks off, playing in SDR is currently the safer bet, and re-check after each demo update.
Steam Deck & handhelds
The demo launches and is playable on Steam Deck, but it's a heavy UE5 title — plan on quality-mode upscaling and a 30–40 FPS cap for a stable battery-friendly experience. Official Deck-verified status for the full release isn't confirmed. Cloud streaming (e.g. GeForce Now) has also been requested as an alternative for lower-end hardware.
Performance FAQ
- Why does my PC shut off during shader compilation in Valor Mortis?
- Shader compilation pins every CPU core at 100% for a sustained burst, which is one of the heaviest power/thermal loads a game ever places on a system. A PC that hard-powers-off during it is almost always hitting a power-delivery or cooling limit rather than a game bug — an ageing or under-spec PSU, a CPU power/thermal trip, or an unstable overclock/undervolt. Let the one-time compile finish on a cool system, update GPU drivers, reset any CPU overclock to stock, and make sure case airflow is clear.
- Does Valor Mortis have DLSS or FSR?
- Yes — despite a common assumption otherwise, the demo's Video settings already include NVIDIA DLSS (with DLAA), AMD FSR 3 with Frame Generation, Intel XeSS, and Unreal's own TSR, alongside FXAA and TAA. Pick your upscaler under Video → Upscaler. DLSS needs an NVIDIA RTX GPU and an up-to-date driver; ray tracing requires the game to be running in DirectX 12 mode.
- How do I fix stuttering in Valor Mortis?
- Most early stutter is shader compilation and traversal hitching common to UE5 titles. Let the initial shader compile finish completely before playing, cap your framerate a little below your monitor's refresh, enable upscaling, and turn off any third-party overlays. The first run through an area is always the worst; it smooths out once shaders are cached.
- Can you play Valor Mortis on Steam Deck?
- The demo runs, but it's a demanding UE5 first-person Souls-like, so expect to lean on upscaling and a 30–40 FPS cap for a stable experience. Official Steam Deck verification status for the full game has not been confirmed.