No More Room in Hell 2 Best Settings: FPS, DLSS 4.5 & Performance Guide
NMRiH2 is an Unreal Engine 5 game about huge crowds in the dark — the two most expensive things an engine can draw. The 1.0 Armageddon release shipped the biggest optimization pass in the game's history (built for the console launch, and PC inherits all of it), so start from current expectations, not Early Access horror stories. Official specs are on the system requirements page; crash fixes live in troubleshooting.
What 1.0 actually improved
- DLSS 4.5 support, including Frame Generation on RTX 4000/5000-series cards.
- Gore and impact VFX refactored — the frantic-fight frame dips (gunfire + dust + gore all at once) were the single biggest instability source and got a dedicated rework.
- Audio pipeline rebuilt for consoles — including a fix for sounds accumulating over a match on retrace-heavy maps (Lewiston and Beaulieu Hospital were the worst offenders).
- Series S as console baseline — its optimization floor directly benefits low-end PCs, and 5.1 surround support arrived alongside.
- Geometry pop-in on Low/Medium presets and the blue-highlight menu artifact on Low were fixed.
The settings that matter most
- Super Sampling / upscaling quality — the biggest single lever. On RTX cards use DLSS (Quality at 1440p, Balanced at 4K); with Frame Gen on a 4000/5000 card, dense hordes smooth out dramatically. On GTX/AMD cards, the Performance preset is what the official minimum-spec target (1080p/30 on a GTX 1650) assumes.
- Shadows and lighting — a night game lit by flashlights leans hard on dynamic shadows; dropping one notch here buys more than most other settings combined and the atmosphere survives it.
- Frame cap — cap to your refresh rate. Uncapped menus and calm moments waste the headroom you'll want when a Shambler screams a horde in.
- Melee Camera Strength (Gameplay tab) — the 0.8 camera-shake reintroduction defaults to 50%; lowering it helps motion-sensitive players and genuinely improves target tracking mid-swarm.
- First launch: let shader compilation finish before judging performance — UE5 titles stutter until it's done.
Honest expectations by hardware
- Minimum tier (GTX 1650 / 12 GB RAM): 1080p/30 on Low with Performance upscaling is the official target, not a failure state. Close browsers — 12 GB is a real floor.
- Recommended tier (RTX 3060-class): 1080p–1440p/60 on Medium-High with DLSS Quality holds outside the heaviest holdouts; Nightmare's fog is the most expensive scene in the game.
- RTX 4000/5000: Frame Generation makes 1440p/high-refresh realistic; this is the tier where 1.0's DLSS 4.5 work pays off most.
Performance myths worth killing
- "The game leaks memory over a match" — the retrace audio buildup that caused this feel was identified and fixed for Armageddon. If you still degrade over long runs post-1.0, report it (nmrih2.com/support) rather than assuming it's endemic.
- "Lowering everything helps equally" — horde density is CPU-bound; if your GPU usage is low during dips, graphics settings won't save you. The frame cap and closing background apps will do more.
- "EA benchmarks still apply" — most YouTube performance videos predate 0.9/1.0. The optimization blog's own framing: consoles forced the fundamentals to improve everywhere.
Settings dialed in? Put the frames to work — the builds guide and weapons database are the next stops.