
Ultra at roughly 720p isn’t even a 120 FPS experience with an FPS cap that’s set, but set higher than expected framerates. It also seems that the game is definitely inordinately heavy, at least on my system. Even at Low, with 16 threads at 5GHz (though, according to the GDC talk, the game will only use 9 of these) and a 3090, the game cannot reach 144 FPS at 1280x807 when Max FPS is left at Unlocked due to additional CPU-boundedness being created. Looking at the above, and utilizing the information learned from the GDC talk “One Frame in Halo Infinite”, it seems that Infinite is utilizing the Max FPS setting to moderate somewhat how many CPU cycles are being taken up to perform game simulation calculations, and it has an interesting impact on performance.

Ultra - FPS range ~90-100 FPS, GPU utilization ~70%, CPU utilization ~60%.The below is what was recorded at each setting level using this methodology: No combat, no memory-bandwidth intensive effects. This also presented a good chance for the game to be performant as all I was doing was looking around the FOB and the long views, with some Marines milling about. This way the views were repeatable and rough comparisons between settings could be established. With each setting I loaded a save I have with a spawn point on a FOB with decent long range views near the Excavation Site. For Low, the game tried to leave Decal Quality at Medium, this was manually set to Low. For Ultra, the Animation Quality setting was set to Max, all other presets were set to Auto. Minimum framerate is left off to ensure no dynamic resolution scaling is utilized, and the game is set to 100% render resolution. If this value is left at Unlocked FPS are lost at this low resolution as CPU utilization drastically increases, increasing CPU-boundedness. I set the value for Max framerate to 360 for each test, and for the Low preset I added in 200 and Unlocked for giggles once I’d established a pattern. My methodology was to lower desktop resolution to 1280x720 (the game struggles with a resolution this low, and instead renders at 1280x807) and test each preset for the settings with a restart between each preset change.

I9 9900K - 5GHz all core clock - not the best anymore, but still goodĪll drivers are the latest available, Windows 11 with the latest updates is the OS

I decided to test if CPU or GPU seems to be the biggest culprit in creating low FPS at moderate resolutions, and I think the results are interesting (spoiler - probably CPU, but it’s tough on GPU too). The visuals are decent, but the performance on PC for the visuals produced is off balance. So, like many PC players, I’ve noticed that Infinite seems inordinately heavy in the campaign.
