Start with Medium, or Low near Capcom’s minimum spec. For your first test, turn Ray Tracing off. Upscaling draws fewer pixels, then builds the image at your chosen screen size. Try its Quality mode if your graphics card supports it. These are starting points, not a tested Hone preset or a promise of 60 frames per second (FPS).
Which settings should you change?
Frame Interpolation adds generated frames between the frames the game renders. Keep it off while tuning. First, get the game to feel good when you block, dodge, and turn the camera. Then try it for smoother motion.
- Graphics Preset
- Start with Medium; use Low near minimum spec. Take a picture of your settings so you can undo each change.
- Ray Tracing
- Start with Off. This turns off ray-traced reflections. If you want them, turn it back on and test a fight near shiny surfaces.
- Upscaling (Super Resolution)
- Compare native rendering with Quality. Native rendering draws at your chosen screen resolution. Use DLSS or FSR as your card allows. Try a lower-quality mode only if you need more speed and can accept a softer image.
- Frame Interpolation
- Test it after tuning. Watch sword trails and the on-screen display for flaws. Check how inputs feel, not just the FPS count.
- Texture Quality
- Keep the preset’s value at first. Graphics memory is also called VRAM. Raise this setting if there is room in VRAM and the game still runs well. Lower it if memory pressure and hitches rise together. A full memory bar alone does not prove a shortage.
- Shadow Quality / Volumetric Fog Quality
- Try one lower step. Test these when the graphics card, or GPU, seems to be the limit. Keep a change only if it helps on repeat runs and still looks good.
- Mesh Quality
- Keep the preset’s value at first. If you raised it to High, compare Medium. Look for lost detail as well as a change in speed.
- Cull Distance
- Keep the preset’s value at first. If a lower resolution barely helps, check for a frame cap or busy background apps. Then try High versus Medium, if you use High. Watch for objects that pop into view. This test alone does not prove the processor, or CPU, is the limit.
- Motion Blur
- Choose what feels best. Turn it off if it hides attacks or bothers you. Do not expect it to fix a large FPS drop.
Check Capcom’s PC requirements
The official Steam requirements give two targets. Both use upscaling. These are Capcom’s estimates, not native-resolution results. Frame rates may drop under heavy load.
1080p · Low · 30 FPS*
Intel Core i5-8400 or AMD Ryzen 3 3100, with a GeForce GTX 1660 (6 GB) or Radeon RX 5500 XT (8 GB).
1080p · Medium · 60 FPS*
Intel Core i5-10400 or AMD Ryzen 5 3600, with a GeForce RTX 2060 Super (8 GB) or Radeon RX 6600 (8 GB).
*Both targets use upscaling and allow for drops under heavy load. Both tiers need Windows 11, DirectX 12, 16 GB RAM, 50 GB storage, and an SSD.
Start with the tier closest to your PC. Test it in a fight, not just an empty hall. Ray Tracing off is our first test choice; Capcom does not state its ray tracing setting for these targets.
The 1080p targets do not carry over to 1440p or 4K. At those sizes, start with ray tracing off and compare upscaling modes. More RAM may help if you stream or record, but check what is holding the game back before buying parts.

Choose DLSS or FSR, then test motion
Use DLSS or FSR based on your GPU and the options in your build. A newer model does not mean your card will run faster. Start with Quality where it is available. If it is too slow, try a lower-quality mode in the same scene.
At 1080p, watch trees and moving edges as you turn the camera. A still image may look sharp but shimmer in motion. Keep DLSS Super Resolution Preset at its default for the first test. To compare other models, keep the resolution and upscaling mode the same.
Frame generation can make motion look smooth without making inputs respond at that higher rate. Try Frame Interpolation once the game feels good with it off. If parries feel late or the blade leaves odd trails, turn it back off.
Find your next change
Pick a problem you can repeat. Each option gives you a test, not a diagnosis from one number.
Low FPS throughout a fight
With Frame Interpolation off, lower the resolution for a short test. If the fight runs faster each time, the GPU load is worth checking.
Restore your chosen resolution. Test Ray Tracing, Shadow Quality, then Volumetric Fog Quality, one at a time. If lower resolution barely helps, check CPU load, background recording, and the frame cap first.
Short hitches while moving
Check that the game is on an SSD. Repeat the same path. Does it hitch at one doorway, only on the first pass, or after a long session?
Frame time is the time between frames. Watch its graph alongside VRAM use. If memory pressure and hitches rise together, lower Texture Quality and repeat. High memory use alone does not prove you have run out.
High FPS, but slow-feeling inputs
Compare with Frame Interpolation off. Extra generated frames can raise the count while inputs still feel slow.
Check for stacked frame caps. Try the game’s low-latency option if your card supports it. Compare the same parry or dodge without changing display sync. Smooth motion does not always mean a fast response.
Set a frame cap and check input delay
The display menu has separate Frame Rate and Uncapped Frame Rate controls. Set Uncapped Frame Rate to Off to use the Frame Rate limit. On ignores that limit. Use one limiter at a time, rather than stacking game, driver, and overlay caps.
A variable refresh rate (VRR) display changes its refresh rate to match the game. G-SYNC and FreeSync are examples. Choose a cap your PC can hold within the display’s working range. For tear-free play near its top rate, leave room below that ceiling for small swings. No single cap suits every screen.
Without VRR, compare VSync enabled and disabled. It can stop screen tearing, but may add input delay. Aim for a steady rate that fits your screen. Check that Windows is using the refresh rate you want.
Try NVIDIA Reflex Low-Latency Mode or AMD Anti-Lag 2.0 if your hardware supports it. These are input-delay controls, and may help when GPU load is high. A greyed-out option may not be available. A driver switch is not the same as the game’s own feature.
Run the benchmark, then test combat
Start with Capcom’s free standalone PC benchmark. The download needs 18 GB. Keep Frame Interpolation off for the first runs. Check average FPS and 1% lows. Capcom’s 1% low is the average frame rate of the lowest 1% of its data. Results are not guaranteed to match the full game.
With Frame Interpolation on, displayed FPS can rise while the score falls slightly. The extra work has a cost. Do not judge that setting by the score alone.
Next, test a full-game route with movement, a busy fight, and a slow camera turn. Watch frame time—the time between frames. Long gaps can feel rough even when average FPS looks high.
- Save your starting setup. Note the game build, driver, resolution, preset, upscaler, ray tracing, frame cap, sync, and Frame Interpolation state. Keep background apps and recording the same.
- Repeat each test. Run the same route at least three times. Log first-pass hitches apart from later runs. Do not hide them.
- Check pauses as well as speed. Compare frame-time spikes and 1% lows with the same tool and settings. Tools can work out lows in different ways. Where your tool supports it, measure the timing of frames shown on screen to check visible smoothness.
- Keep changes that help. Compare CPU and GPU timing, VRAM use, and what you see and feel. Undo a change if the gain does not repeat or the image looks worse than you can accept.
For crashes or a sudden slowdown, verify the game files first. Capcom’s demo troubleshooting thread has general checks, but its demo steps are not a current full-game bug list. Restore modified files before adding fixes. Skip unofficial “FPS packs,” random replacement DLLs, and Realtime process-priority tweaks.
Frequently asked questions
What are the best PC settings for Onimusha: Way of the Sword?
What are the best PC settings for Onimusha: Way of the Sword?
Start with Medium, or Low near minimum spec. Turn Ray Tracing and Frame Interpolation off for the first test. Compare native rendering with Quality upscaling if your card supports it. Keep changes that help in repeat fights. No preset can promise a fixed frame rate on every PC.
Does Onimusha: Way of the Sword support DLSS and FSR?
Does Onimusha: Way of the Sword support DLSS and FSR?
Yes. Use DLSS or FSR based on your GPU and the options in your build. Capcom’s hardware targets use upscaling. Test speed and image quality; a newer model is not always faster.
Should I use Frame Interpolation?
Should I use Frame Interpolation?
Try it once the game feels good with it off. The extra frames can make motion look smooth, but inputs do not respond at that higher rate. Turn it off if you see odd trails or feel more delay.
Why does the Frame Rate cap not work?
Why does the Frame Rate cap not work?
Check Uncapped Frame Rate in the display menu. On ignores the Frame Rate limit. Off lets it apply. Check driver and overlay caps too, so you do not stack limits.
Does Onimusha: Way of the Sword need an SSD?
Does Onimusha: Way of the Sword need an SSD?
Yes. Capcom lists an SSD, 50 GB of free storage, and 16 GB RAM for both tiers. An SSD meets that requirement, but it will not fix every hitch.
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