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 one of the more alarming issues 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
It's a heavy UE5 title, so on the Steam Deck and similar handhelds plan on quality-mode upscaling and a lower framerate cap for a stable, battery-friendly experience. Official Deck-verified status 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?
- It's a demanding UE5 first-person Souls-like, so on handhelds expect to lean on upscaling and a lower framerate cap for a stable, battery-friendly experience. Official Steam Deck verification status has not been confirmed.