Resident Evil Requiem performance with different graphics cards

Last update: March 31th, 2026
  • Resident Evil Requiem pushes the RE Engine to its limits with ray tracing, path tracing, and high VRAM usage, benefiting GPUs with more than 8 GB.
  • Without ray tracing the game is quite accessible: at 1080p and 1440p many mid-range cards easily exceed 60 FPS.
  • With ray tracing and especially with path tracing, performance drops significantly, and only very powerful GPUs achieve high figures in 4K.
  • On PS5 and PS5 Pro, a solid target of 60 FPS is maintained, while on PC the combination of DLSS/FSR and optimal settings is key to balancing quality and smoothness.

Resident Evil Requiem performance with graphics cards

Resident Evil Requiem arrives with a bang as the most ambitious installment to date using the RE Engine, and it does so with a very particular mix: classic horror, rain-soaked cities filled with reflections, and a healthy dose of modern rendering technologies that can push more than one GPU to its limits. On both PC and next-gen consoles, the game has been designed with a smooth 60 FPS in mind, but when ray tracing and especially path tracing come into play, the differences between graphics cards and configurations become enormous.

Throughout tests conducted by outlets like TechPowerUp and Digital Foundry, and even performance comparisons on PS5, PS5 Pro, and high-end PCs, it's clear that Resident Evil Requiem's ​​performance is heavily dependent on three factors: resolution, ray tracing/path tracing, and the amount of available VRAM. With reasonable settings, it's a fairly forgiving game, but if you push the settings too far or want to see the game with everything maxed out, you'll need some serious graphical power.

RE Engine pushed to its limits: ray tracing, path tracing, and new technical features

Resident Evil Requiem is being developed by Capcom using their well-known RE Engine, the same engine that powered Resident Evil 7, Village, Monster Hunter: Wilds, and Exoprimal, but now with a significant technological leap compared to previous installments . Unlike Resident Evil Village, this game introduces full path tracing support for the first time, in addition to expanding the options for "traditional" ray tracing. This aligns with the ongoing debate about the impact of DirectX 13 on rendering techniques.

The game uses ray tracing for lighting, reflections, and shadows , and goes a step further with path tracing, which simulates global illumination much more realistically at the cost of a significant performance hit. Additionally, ray reconstruction and other unbranded techniques are used to enhance details such as character hair, with particularly striking results on characters like Grace.

On PC, Resident Evil Requiem supports NVIDIA DLSS (including frame upscaling) and AMD FSR for upscaling the image to increase FPS, though surprisingly, there's no support for Intel XeSS (see the new Intel Arc drivers ). When path tracing is enabled, the game automatically forces DLSS and activates ray tracing, with no option to disable the latter, which several reviews consider a significant limitation.

In terms of overall stability, reviews agree that shader compilation is very well handled : there is about 30 seconds of initial compilation when starting the game, but afterwards the sessions run without micro-stuttering or noticeable stuttering, something especially welcome on PC, where this problem has hampered many recent releases.

Graphics options and menu limitations on PC

The graphical menus in the PC version of Resident Evil Requiem offer a good number of fine-tuning options , though they're not without some quirky choices and the occasional annoying bug. The game can be run in windowed mode and borderless windowed mode, but it doesn't offer a dedicated fullscreen mode.

It's possible to disable V-Sync and motion blur , something many players appreciate for reducing blurriness and latency. There's no general FPS cap, but a specific bug has been detected: if DLSS is enabled in DLAA mode, the game is limited to 60 FPS, regardless of GPU power; in these cases, it's advisable to update your NVIDIA drivers.

One of the most frequently cited drawbacks is that the game only supports 16:9 resolutions . If you use a 16:10 monitor, you'll encounter the typical black bars at the top and bottom, with no native option to fill the screen. Furthermore, the Chromatic Aberration setting is linked to Lens Distortion; disabling one disables both, and vice versa, forcing you to accept the entire package even if you only want to disable one of the two.

Regarding presets, Resident Evil Requiem offers five base graphics settings, plus variations for low/high ray tracing and path tracing. Outlets like TechPowerUp have prepared interactive visual comparisons of these presets, clearly showing how much performance is gained or lost when switching between settings, and how the visual differences don't always justify the drop in FPS.

Using conventional ray tracing as a reference, lowering the overall visual quality on PC can improve performance by up to 145% . However, switching from ray tracing to path tracing results in a performance penalty of around 64%. In TechPowerUp's FPS charts, this translates to scenarios ranging from about 32 FPS at the most demanding settings to about 230 FPS at the lightest, with noticeable visual differences but not proportional to the performance hit.

VRAM consumption and graphics memory dependence

One of the major issues with Resident Evil Requiem on PC is its high VRAM usage , which changes drastically depending on the graphics settings and whether or not ray tracing and path tracing are enabled. This behavior means that 8GB cards struggle more than 12GB or 16GB cards in very specific scenarios, although it doesn't always result in huge FPS drops.

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With graphics settings at their lowest, memory consumption is approximately between 5 and 7 GB of VRAM , depending on the resolution. At maximum quality, usage ranges from about 9 to 12 GB. The real leap occurs when ray tracing, path tracing, and 4K frame generation are combined, reaching figures of 15 to 17 GB of VRAM reserved by the game.

This gives graphics cards with more than 8GB of VRAM a slight advantage when ray tracing is enabled and the resolution is increased. For example, without ray tracing, a hypothetical 8GB RTX 5060 Ti and a 16GB RX 9060 XT perform very similarly; but when ray tracing is enabled, the 16GB variants gradually begin to pull ahead, especially at 1440p and 4K, where the VRAM load is higher.

Digital Foundry also highlights that Resident Evil Requiem is well optimized in terms of pure performance, but confirms that its high memory consumption favors models with more than 8 GB of VRAM. In fact, they point out that the game runs particularly well on the 12 GB GeForce RTX 3060 compared to other GPUs of similar power but with less memory.

However, even in tests with 16GB cards like an RTX 4070 Ti SUPER, the analysis of the impact of each graphics setting shows that the key is not just in the VRAM : resolution and ray tracing remain the two most decisive factors in the final performance, especially when it comes to maintaining high refresh rates.

Performance without ray tracing: a fairly accessible game

If you choose to play with ray tracing disabled, Resident Evil Requiem becomes a relatively undemanding title for most current mid-range graphics cards . In TechPowerUp's tests, at 1080p without ray tracing, the game ran smoothly on almost all the GPUs tested.

For example, at 1080p, cards like the RTX 3060, Arc B580, or RX 7600 are sufficient to easily exceed 60 FPS. The only one that lags somewhat behind at that resolution without ray tracing is the Arc A770, averaging around 49 FPS, possibly penalized by less mature drivers or by the architecture itself with this specific title.

When you increase the resolution to 1440p, the entry bar rises: you now need an RTX 3060 Ti or an RX 9060 XT to comfortably maintain over 60 FPS with everything on high without ray tracing. Just below that, at slightly over 50 FPS, are models like the RX 7600 XT, the Arc B580, or the RTX 4060, which are still perfectly playable if you're willing to accept not consistently achieving a locked 60 FPS.

Finally, at 4K without ray tracing, something more serious is needed. Measurements show that with an RTX 5070 or an RX 7900 XT , you can exceed 60 FPS, indicating that, although 4K resolution noticeably increases the load, the game isn't as brutally demanding as other recent releases based on heavier engines.

In general, and always without ray tracing, the conclusion is that Requiem allows for smooth gameplay on a fairly wide range of GPUs , especially if a reasonable resolution is combined with DLSS or FSR in quality mode. It's when you activate the advanced lighting options that things start to get more challenging.

Impact of ray tracing on different resolutions

When ray tracing is enabled, performance drops, but not as much as you might expect compared to other recent ray-traced titles. Capcom's implementation is moderately demanding , except at 4K, where the differences become significant.

At 1080p with ray tracing enabled, an RX 9060 XT is considered sufficient for comfortably playing at over 60 FPS. An RTX 5060 would also manage to run quite smoothly, although in tests it averaged around 58 FPS, which is still more than acceptable for a game of this type.

At 1440p, the demands increase, and the bar for playing with ray tracing and high settings is set at cards like the RX 7900 XT or the RTX 5070. These GPUs deliver a very solid experience, with refresh rates close to or above 60 FPS in most situations, while maintaining high image quality.

The real barrier is reached at 4K with ray tracing. At this resolution, practically only the RTX 5090 manages to clearly surpass 60 FPS , reaching around 78,5 FPS in TechPowerUp's tests. The rest of the cards fall below that mark, confirming that the 4K + high RT combination remains a challenge even for high-end hardware.

From a visual quality standpoint, several reviewers agree that the implementation of ray tracing in Resident Evil Requiem isn't always balanced . Some scenes clearly benefit from ray tracing, with more natural lighting and much more consistent reflections, while others show more subtle changes that don't quite justify the performance loss compared to the non-ray tracing mode.

Path tracing: spectacular quality, abysmal performance

Path tracing is the major visual innovation in Resident Evil Requiem on PC, but it's also by far the most resource-intensive graphical option . Outlets like TechPowerUp and Digital Foundry agree that the quality of the lighting and reflections with path tracing is superb, but the cost in FPS is so high that it's difficult to recommend except for very powerful systems.

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In tests performed with an NVIDIA GeForce RTX 5080 at 4K, with ray tracing on high, graphics settings on high, and DLSS in Performance mode, the game ran at around 110-120 FPS, with some scenes heavily populated with NPCs and rain where the frame rate dropped to around 95-100 FPS. For a third-person horror game, this is spectacular performance.

However, when path tracing is enabled in that same rainy urban scene, the frame rate plummets to around 55 FPS , practically half. This drop is very similar to the one reflected in TechPowerUp's benchmark data when comparing high ray tracing with path tracing, where an approximate 64% penalty is observed.

Things improve if you add DLSS frame generation, which allows you to raise the frame rate to nearly 200 FPS in the same scene , even surpassing what a conventional capture card can record. However, frame generation introduces a small amount of additional latency and can cause motion artifacts, so not everyone will be willing to use it.

Another significant limitation is that when path tracing is enabled, the game automatically activates DLSS and ray tracing , leaving no option to disable the latter or choose an alternative upscaling method like FSR. Furthermore, some testers have discovered a bug where, if path tracing is enabled, DLSS automatically reverts to Performance mode every time the game is launched, ignoring any previous manual settings.

This set of decisions leads many analysts to view Requiem's ​​path tracing as a kind of "tech demo mode" : visually impressive and very useful as a showcase of the RE Engine at its maximum, but impractical for everyday use unless you have a very powerful PC, a G-Sync/Freesync screen, and are willing to sacrifice some fluidity for fidelity.

Comparison between PS5, PS5 Pro and PC: image modes and fluidity

On consoles, Resident Evil Requiem focuses on the current generation, leaving behind PS4 and Xbox One. On the standard PS5, the approach is very straightforward: there's only one graphics mode available , but it works surprisingly well. It's a 4K image upscaled from an internal resolution close to 1080p, aiming to deliver a stable 60 FPS.

During pre-launch testing, the game on the base PS5 maintained a steady 60 FPS with virtually no noticeable drops, demonstrating Capcom's excellent work optimizing the RE Engine for the console. While a high refresh rate mode could have been included by reducing the quality, the current state offers a very solid balance between perceived resolution and smoothness.

The PS5 Pro, meanwhile, offers two clearly differentiated display modes regarding the use of ray tracing. In the non-RT mode, the visual quality is similar to that of the standard PS5, but the internal resolution increases (approximately 1300p upscaled) and, above all, the goal becomes achieving up to 120 FPS on high refresh rate displays; for more comparisons, you can see the analysis of PS5 Pro performance.

Testing has shown that, in the opening scene, the frame rate in non-ray-ready mode on PS5 Pro typically fluctuates between 99 and 110 FPS , with minimal quality differences compared to the base version. Even when it dips slightly below 100 FPS, the relative increase is around 40% more FPS compared to the standard PS5, a very noticeable improvement for those who value maximum smoothness.

The ray tracing mode on PS5 Pro effectively acts as a "quality" preset: it maintains the target of 60 FPS , but adds clear improvements to lighting, reflections, and shadows. Interestingly, unlike many previous games where ray tracing on consoles resulted in drops to 30 FPS, here the target is still 60 FPS, and the result is stable in most sequences.

The most striking thing is that the PS5 Pro's ray tracing mode is remarkably close to the PC version with high ray tracing settings, both in image quality and global illumination. There are slight differences in shadow intensity and the sharpness of some details, but these are relatively minor to the naked eye, which speaks volumes about the console version.

Image quality and visual differences between modes

From the very beginning, Resident Evil Requiem strives to impress with a dark, rainy city filled with reflective surfaces , where ray tracing and path tracing particularly shine. The scene of Grace's arrival at the crime scene is a good example for comparing the PS5, PS5 Pro, and PC versions.

Zooming in on Grace's jacket in that cinematic reveals that the PS5 Pro offers a slightly higher effective resolution than the standard PS5: texture details are subtly sharper, though the differences are slight. The most noticeable change, however, is when ray tracing is enabled on the PS5 Pro.

With ray tracing enabled, small details like the jacket button or reflections in hair gain depth and definition. The light from police cars casts more consistent reflections on metal structures and the urban environment, and the shadows in Grace's hair look more realistic. On the standard PS5, many of these surfaces appear flatter or with approximate reflections generated by SSR (screen-space reflections).

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This same scene also shows how close the PS5 Pro is to the PC with high ray tracing: the shadows in the PC version are only slightly more pronounced , adding more volume to the models, but the difference isn't significant enough to break the visual experience on the console. Only by making frame-by-frame comparisons are the differences clearly apparent.

Later, when Leon enters the fray and a zombie outbreak erupts in the streets, the purely visual differences between the PS5 and PS5 Pro versions without ray tracing are minimal; the key difference lies in the frame rate. On the PS5 Pro, the non-ray tracing mode offers greater smoothness at the expense of less precise reflections, while ray tracing greatly improves the appearance of puddles, lampposts, and wet surfaces, transforming them from blurry smudges into much more defined light patterns.

The PC version, especially with path tracing enabled, takes this effect a step further. On elements like the back of a van or a hotel window, path tracing allows for complete and consistent reflections of signs, lights, and geometry , making the glass appear truly transparent and real. These details are best appreciated by zooming in or pausing the image, but they contribute to reinforcing the overall atmosphere.

Indoors, such as in a care facility hallway with flickering lights, the differences between playing with and without ray tracing are also very clear. Without ray tracing, the lighting cuts off somewhat abruptly , as if there were an invisible boundary. With ray tracing enabled, the light spreads more naturally along the hallway, gradually diminishing and allowing paintings and details on the walls to receive a more realistic level of illumination.

Optimal PC settings: Digital Foundry's recommendations

Digital Foundry has dedicated a specific analysis to finding the optimal settings for Resident Evil Requiem on PC, with particular attention to 8GB VRAM cards and more powerful 16GB models. Their goal is to balance visual quality and performance, avoiding both VRAM bottlenecks and the excessive costs of more aggressive ray tracing.

Using a GeForce RTX 3070 (similar in raw performance to a future RTX 5060) as a reference, they tested the game at 1440p with maximum quality and DLAA, obtaining around 57 FPS in the initial area. With optimized settings, the FPS rises to around 63, a moderate but significant improvement considering that these are minor tweaks rather than drastically lowering the settings.

Their recommendations for the RTX 3070 include disabling ray tracing , using normal quality textures, and combining medium and high settings for the remaining options, while maintaining 1440p with DLSS in quality mode. This combination reduces VRAM usage and partially offloads the GPU, while maintaining very solid image quality.

On graphics cards with more than 8 GB of VRAM, Digital Foundry suggests setting texture quality to high and increasing other parameters to high as well , in addition to enabling ray tracing at normal quality. This takes advantage of the extra available memory without pushing the lighting effects to their limits, which are the most critical in terms of performance.

In an additional section of the analysis, they use a 16GB RTX 4070 Ti SUPER to study the impact of each graphics option on FPS and VRAM usage. They conclude that, although memory consumption skyrockets when ray tracing, high resolution, and maximum texture settings are combined, the biggest performance variations are mainly due to the base resolution, the type of upscaling, and ray tracing/path tracing, while the other settings have much less influence.

In general, the pattern they propose is clear: if you have 8 GB of VRAM, prioritize a good resolution with DLSS/FSR in quality mode and leave RT disabled or heavily reduced; if you have 12-16 GB, you can afford high textures and RT in normal, maintaining a smooth experience at 1440p and, with powerful GPUs, also at 4K.

All this fine-tuning work confirms the general impression: Resident Evil Requiem is not an extremely demanding game if you control RT , but it becomes very difficult as soon as path tracing is required at high resolutions or ray tracing is forced to the maximum in 4K without the help of aggressive upscaling or frame generation.

In light of all this data, a fairly clear picture emerges: Resident Evil Requiem is the RE Engine taken to its most spectacular version yet, with lighting and facial animations that surpass Village, a very convincing hair system, and breathtaking openings in the city when played on good hardware. However, it's also a title that demands careful consideration when configuring the graphics; those who disregard ray tracing will enjoy a surprisingly lightweight game for its visuals , while those who want to push the limits of path tracing will have to accept that, unless they have a very high-end GPU, they will sacrifice a significant portion of their FPS to achieve that even more realistic atmosphere that so greatly enhances the horror of the saga.

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