{"id":4822,"date":"2026-09-11T11:03:13","date_gmt":"2026-09-11T11:03:13","guid":{"rendered":"https:\/\/hone.gg\/blog\/?p=4822"},"modified":"2026-09-11T11:03:13","modified_gmt":"2026-09-11T11:03:13","slug":"halloween-the-game-best-settings","status":"publish","type":"post","link":"https:\/\/hone.gg\/blog\/halloween-the-game-best-settings\/","title":{"rendered":"Halloween: The Game Best PC Settings for FPS"},"content":{"rendered":"<style>\n.halloween-cta,.halloween-evidence-note,.halloween-official-figure,.halloween-settings-table,.halloween-requirements-table{box-sizing:border-box;margin:28px 0}\n.halloween-cta{position:relative;overflow:hidden;min-height:230px;padding:25px;border:1px solid rgba(249,153,38,.65);border-radius:18px;background-image:linear-gradient(90deg,rgba(8,8,12,.97) 0%,rgba(8,8,12,.88) 58%,rgba(8,8,12,.3) 100%),url(\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-cta.webp\");background-image:linear-gradient(90deg,rgba(8,8,12,.97) 0%,rgba(8,8,12,.88) 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0!important;color:#eee7dc!important}\n@media(max-width:700px){.halloween-cta{min-height:290px;padding:20px;background-image:linear-gradient(180deg,rgba(8,8,12,.98) 0%,rgba(8,8,12,.9) 66%,rgba(8,8,12,.54) 100%),url(\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-cta.webp\");background-image:linear-gradient(180deg,rgba(8,8,12,.98) 0%,rgba(8,8,12,.9) 66%,rgba(8,8,12,.54) 100%),image-set(url(\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-cta.avif\") type(\"image\/avif\"),url(\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-cta.webp\") type(\"image\/webp\"));background-position:center}.halloween-cta h3{font-size:21px!important}.halloween-cta p{font-size:14px!important;line-height:1.4!important;margin:0 0 11px!important}.halloween-cta small{font-size:11px!important}}\n<\/style><style>\n.hwt{--hwt-bg:#242329;--hwt-panel:#302e37;--hwt-text:#f7f2e8;--hwt-muted:#d4ccbe;--hwt-pumpkin:#e88732;--hwt-violet:#a98bd4;color:var(--hwt-text);background:var(--hwt-bg);border:1px solid #4a4652;border-radius:12px;padding:clamp(1rem,3vw,1.5rem);margin:1.5rem 0;font:inherit;line-height:1.55;overflow-wrap:anywhere;box-sizing:border-box}.hwt *{box-sizing:border-box;min-width:0}.hwt h3,.hwt h4{color:var(--hwt-text);line-height:1.25}.hwt a{color:#f2b36f;text-underline-offset:.18em}.hwt fieldset{border:1px solid #5a5563;border-radius:8px;padding:1rem;margin:0 0 1rem}.hwt legend{font-weight:700;padding:0 .4rem}.hwt__choices{display:grid;gap:.55rem}.hwt__choice{display:flex;align-items:flex-start;gap:.55rem;background:var(--hwt-panel);border-radius:7px;padding:.7rem;white-space:normal;line-height:1.4}.hwt input{margin-top:.25rem;accent-color:var(--hwt-pumpkin);flex:0 0 auto}.hwt select,.hwt button{font:inherit;line-height:1.3;border-radius:7px}.hwt select{display:block;width:100%;max-width:32rem;background:#fffaf0;color:#211f25;border:2px solid #797281;padding:.7rem;margin:.4rem 0 1rem}.hwt button{background:var(--hwt-violet);color:#1d1823;border:2px solid #cfbbed;font-weight:800;padding:.75rem 1rem;white-space:normal;cursor:pointer}.hwt :focus-visible{outline:3px solid #ffd39d;outline-offset:3px}.hwt__status{background:#f7f2e8;color:#26232b;border-left:5px solid var(--hwt-pumpkin);border-radius:7px;padding:1rem;margin-top:1rem}.hwt__status h4{color:#26232b;margin-top:0}.hwt__status dl{display:grid;grid-template-columns:minmax(7.5rem,auto) 1fr;gap:.55rem 1rem;margin:0}.hwt__status dt{font-weight:800}.hwt__status dd{margin:0}.hwt__table-wrap{max-width:100%;overflow-x:auto;overscroll-behavior-inline:contain;border:1px solid #5a5563;border-radius:7px}.hwt table{border-collapse:collapse;width:100%;min-width:44rem;background:#fffaf0;color:#26232b}.hwt th,.hwt td{text-align:left;vertical-align:top;padding:.7rem;border:1px solid #c9c0b3}.hwt th{background:#eee5d8}.hwt__hint{color:var(--hwt-muted);font-size:.9em}.hwt details{background:var(--hwt-panel);border:1px solid #5a5563;border-radius:7px;margin:.6rem 0;padding:.5rem .8rem}.hwt summary{font-weight:800;cursor:pointer}.hwt[data-enhanced=\"true\"] .hwt__fallback{display:none}.hwt [hidden]{display:none!important}@media(max-width:420px){.hwt{padding:.85rem;border-radius:8px}.hwt__status dl{grid-template-columns:1fr;gap:.15rem}.hwt__status dd{margin-bottom:.55rem}.hwt button{width:100%}}\n<\/style>\n<p class=\"dek\">A faster preset is only useful if you can still spot movement, read dark corners, and react cleanly. The settings below are a practical place to start, followed by a quick test routine that helps you tune the game for your own PC.<\/p>\n<p>Start by switching <code>Ray Tracing<\/code> and <code>FSR Frame Generation<\/code> off. Set <code>Global Illumination Quality<\/code>, <code>Reflection Quality<\/code>, <code>Shadow Quality<\/code>, <code>Effects Quality<\/code>, <code>Foliage Quality<\/code>, and <code>Post-Process Quality<\/code> to Medium. If you still need more performance, try Low on those six settings one at a time. RTX owners can also compare <code>Upscaling Method: DLSS<\/code> at <code>Upscaling Quality: Quality<\/code>. Leave <code>Texture Quality<\/code> alone unless VRAM use, texture pop-in, or texture hitching points to a problem. This is a sensible launch point, not a controlled Patch 1.0.1 benchmark result.<\/p>\n<p><strong>Three useful terms:<\/strong> FPS is the number of frames shown per second. Frame pacing is how evenly those frames arrive, which is why a steady game can feel better even at the same average FPS. VRAM is the memory on your graphics card.<\/p>\n<aside aria-labelledby=\"early-cta-title\" class=\"halloween-cta halloween-cta--early\"><p>GET THE REST OF YOUR PC READY<\/p><h3 id=\"early-cta-title\">Get your PC ready to play<\/h3><p>Use Hone to apply reversible Windows optimizations, then replay the same Halloween: The Game route and compare the result on your system.<\/p><p><a href=\"https:\/\/hone.gg\/app\/gethone?utm_source=blog&amp;utm_medium=cta&amp;utm_campaign=halloween_the_game_best_settings&amp;utm_content=early_cta\">Try Hone for free<\/a><\/p><\/aside>\n<h2>Best Halloween: The Game settings for a smoother start<\/h2>\n<aside class=\"halloween-evidence-note\"><p><strong>A quick note on the menu:<\/strong> These menu names and values come from launch-window PC footage running pre\u2013Patch 1.0.1 build <code>1.0.0.00C39F89<\/code>. Patch 1.0.1 does not claim an FPS optimization, and no controlled current-build benchmark was available, so treat these as starting settings rather than guaranteed gains. Menu details may change with later updates.<\/p><\/aside>\n<p><strong>How to read the table:<\/strong> \u201cObserved\u201d means the option appeared in launch-build footage. A \u201csuggested start\u201d is a cautious recommendation, while \u201cuntested\u201d means the current-build cost or behavior is still unknown.<\/p>\n<figure class=\"halloween-settings-table\"><figcaption>A practical starting setup based on the launch-build menu; not a controlled Patch 1.0.1 benchmark.<\/figcaption><div aria-label=\"Starting settings table\" class=\"halloween-table-wrap\" role=\"region\"><div class=\"table-wrapper\"><table><thead><tr><th scope=\"col\">Exact menu setting<\/th><th scope=\"col\">Start here<\/th><th scope=\"col\">What to watch<\/th><th scope=\"col\">Source<\/th><\/tr><\/thead><tbody><tr><th scope=\"row\"><code>Resolution<\/code><\/th><td>Native display resolution<\/td><td>Keep the image sharp; use an available upscaler if you want a lower internal resolution.<\/td><td>Seen in launch footage<\/td><\/tr><tr><th scope=\"row\"><code>VSync<\/code><\/th><td>Keep your current value<\/td><td>Try Off and On if you see tearing or added input delay.<\/td><td>Seen in launch footage<\/td><\/tr><tr><th scope=\"row\"><code>Frame Rate Limit<\/code><\/th><td>Unlimited first; try a cap later<\/td><td>A cap can smooth frame delivery if your PC can hold it. Other cap values were not captured.<\/td><td>Unlimited seen in footage<\/td><\/tr><tr><th scope=\"row\"><code>Gamma<\/code><\/th><td>Set for clear shadow detail<\/td><td>This changes visibility, not rendering speed.<\/td><td>Seen in launch footage<\/td><\/tr><tr><th scope=\"row\"><code>Motion Blur<\/code><\/th><td>Off for clearer movement<\/td><td>Switch it to taste; an FPS gain has not been measured.<\/td><td>Seen in launch footage<\/td><\/tr><tr><th scope=\"row\"><code>Ray Tracing<\/code><\/th><td>Off<\/td><td>Turn it on only to compare the image and performance on your GPU.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Upscaling Method<\/code><\/th><td>RTX: DLSS; otherwise keep the available method<\/td><td>DLSS and TAAU appeared in footage. Compare clarity and FPS in motion.<\/td><td>DLSS and TAAU seen<\/td><\/tr><tr><th scope=\"row\"><code>Resolution Scale<\/code><\/th><td>100%<\/td><td>Lower it only if you accept a softer image. The full range was not captured.<\/td><td>100% seen in footage<\/td><\/tr><tr><th scope=\"row\"><code>Upscaling Quality<\/code><\/th><td>Quality with DLSS<\/td><td>Check fine detail, motion clarity, and frame pacing.<\/td><td>Seen on an RTX 4060<\/td><\/tr><tr><th scope=\"row\"><code>FSR Frame Generation<\/code><\/th><td>Off<\/td><td>Test it later and compare rendered FPS, shown FPS, and input response.<\/td><td>Not tested on Patch 1.0.1<\/td><\/tr><tr><th scope=\"row\"><code>Anti-Aliasing Quality<\/code><\/th><td>Medium<\/td><td>Try Low only if shimmer and moving edges remain acceptable.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Effects Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Use the same effects-heavy scene and compare FPS and detail.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Foliage Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Compare the same outdoor route for visibility and FPS.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Post-Process Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Watch image clarity as well as FPS.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Shading Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Compare materials and lighting in the same scene.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Shadow Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Compare shadow detail and stability in the same scene.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Texture Quality<\/code><\/th><td>Keep your current value<\/td><td>Lower it only if VRAM use, pop-in, or texture hitching points here.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>View Distance<\/code><\/th><td>Medium; try Low if needed<\/td><td>Check long sightlines for lost detail or visibility.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Global Illumination Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Compare dark-scene lighting and FPS.<\/td><td>Safe first choice<\/td><\/tr><tr><th scope=\"row\"><code>Reflection Quality<\/code><\/th><td>Medium; try Low if needed<\/td><td>Compare reflection detail and stability.<\/td><td>Safe first choice<\/td><\/tr><\/tbody><\/table><\/div><\/div><\/figure>\n<h2>Pick the setup that fits how you play<\/h2><p>Choose whether you care most about multiplayer response, a balanced image, or running a fair comparison.<\/p>\n<section aria-labelledby=\"hwt-priority-title\" class=\"hwt hwt--priority\" id=\"hwt-priority\">\n<h3 id=\"hwt-priority-title\">Quick settings picker<\/h3><p id=\"hwt-priority-instructions\">Tell us what you want from the game and whether DLSS is available. We\u2019ll give you a sensible first setup.<\/p><a href=\"#hwt-priority-fallback\">Skip the selector and view all six paths<\/a>\n<fieldset aria-describedby=\"hwt-priority-instructions\"><legend>Priority<\/legend><div class=\"hwt__choices\"><label class=\"hwt__choice\"><input name=\"priority\" type=\"radio\" value=\"smooth\"\/><span>Smooth multiplayer<\/span><\/label><label class=\"hwt__choice\"><input name=\"priority\" type=\"radio\" value=\"balanced\"\/><span>Balanced image and speed<\/span><\/label><label class=\"hwt__choice\"><input name=\"priority\" type=\"radio\" value=\"first run\"\/><span>Native image test<\/span><\/label><\/div><\/fieldset>\n<fieldset aria-describedby=\"hwt-priority-instructions\"><legend>Upscaling path<\/legend><div class=\"hwt__choices\"><label class=\"hwt__choice\"><input name=\"upscaler\" type=\"radio\" value=\"dlss\"\/><span>DLSS is available on my RTX GPU<\/span><\/label><label class=\"hwt__choice\"><input name=\"upscaler\" type=\"radio\" value=\"other\"\/><span>DLSS is unavailable or I am not sure<\/span><\/label><\/div><\/fieldset>\n<div aria-labelledby=\"hwt-priority-output-title\" aria-live=\"polite\" class=\"hwt__status\" role=\"status\"><h4 id=\"hwt-priority-output-title\">Your settings<\/h4><p id=\"hwt-priority-output-text\">Choose a priority and upscaler.<\/p><\/div>\n<div class=\"hwt__fallback\" id=\"hwt-priority-fallback\"><h4>Every starting setup<\/h4><p class=\"hwt__hint\">Table scrolls horizontally on small screens.<\/p><div aria-label=\"All six Priority Paths\" class=\"hwt__table-wrap\" role=\"region\"><div class=\"table-wrapper\"><table><thead><tr><th scope=\"col\">Combination<\/th><th scope=\"col\">Setup<\/th><\/tr><\/thead><tbody><tr data-priority=\"smooth\" data-upscaler=\"dlss\"><th scope=\"row\">Smooth multiplayer + DLSS is available on my RTX GPU<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">Set Ray Tracing: Off; FSR Frame Generation: Off; Upscaling Method: DLSS; Upscaling Quality: Quality. Start Global Illumination Quality, Reflection Quality, Shadow Quality, Effects Quality, Foliage Quality, and Post-Process Quality at Medium, then compare Low one setting at a time. Keep Texture Quality unchanged until VRAM evidence suggests otherwise.<\/span><\/td><\/tr><tr data-priority=\"smooth\" data-upscaler=\"other\"><th scope=\"row\">Smooth multiplayer + DLSS is unavailable or I am not sure<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">Set Ray Tracing: Off and FSR Frame Generation: Off. Keep your available Upscaling Method unchanged for the first run. Start Global Illumination Quality, Reflection Quality, Shadow Quality, Effects Quality, Foliage Quality, and Post-Process Quality at Medium, then compare Low one setting at a time. Keep Texture Quality unchanged until VRAM evidence suggests otherwise.<\/span><\/td><\/tr><tr data-priority=\"balanced\" data-upscaler=\"dlss\"><th scope=\"row\">Balanced image and speed + DLSS is available on my RTX GPU<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">Set Ray Tracing: Off; FSR Frame Generation: Off; Upscaling Method: DLSS; Upscaling Quality: Quality. Start every quality scalar at Medium. If performance misses your target, test Global Illumination Quality, Reflection Quality, and Shadow Quality at Low individually before changing Texture Quality.<\/span><\/td><\/tr><tr data-priority=\"balanced\" data-upscaler=\"other\"><th scope=\"row\">Balanced image and speed + DLSS is unavailable or I am not sure<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">Set Ray Tracing: Off and FSR Frame Generation: Off. Keep your available Upscaling Method unchanged for the first run and start every quality scalar at Medium. If performance misses your target, test Global Illumination Quality, Reflection Quality, and Shadow Quality at Low individually before changing Texture Quality.<\/span><\/td><\/tr><tr data-priority=\"first run\" data-upscaler=\"dlss\"><th scope=\"row\">Native image test + DLSS is available on my RTX GPU<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">For the native test, set Resolution Scale: 100%; Ray Tracing: Off; FSR Frame Generation: Off; Frame Rate Limit: Unlimited; and use TAAU rather than DLSS for the first run. Then test DLSS with Upscaling Quality: Quality as one isolated change.<\/span><\/td><\/tr><tr data-priority=\"first run\" data-upscaler=\"other\"><th scope=\"row\">Native image test + DLSS is unavailable or I am not sure<\/th><td><span class=\"hwt__common\">These settings are not a measured Patch 1.0.1 preset.<\/span> <span class=\"hwt__path\">Set Resolution Scale: 100%; Ray Tracing: Off; FSR Frame Generation: Off; Frame Rate Limit: Unlimited; and keep the available Upscaling Method fixed across the first three runs. Change only one option after recording the first runs.<\/span><\/td><\/tr><\/tbody><\/table><\/div><\/div><\/div><\/section>\n<figure class=\"halloween-official-figure\"><picture><source srcset=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-gameplay.avif\" type=\"image\/avif\"\/><img fetchpriority=\"high\" alt=\"Halloween: The Game survivor outside a police station at night\" decoding=\"async\" height=\"788\" src=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-gameplay.webp\" width=\"1400\"\/><\/picture><figcaption>Official Halloween: The Game gameplay image. This is not a Hone benchmark capture.<\/figcaption><\/figure>\n<h2>What you lose when you turn settings down<\/h2><p>Turning everything to Low can make Haddonfield harder to read without solving the real bottleneck. Lighting, foliage, and post-processing shape visibility, while upscaling may soften fine detail. Keep Texture Quality where it is unless VRAM use, pop-in, or texture hitching gives you a reason to lower it.<\/p>\n<section aria-labelledby=\"hwt-tradeoff-title\" class=\"hwt hwt--tradeoff\" id=\"hwt-tradeoff\"><h3 id=\"hwt-tradeoff-title\">What each setting changes<\/h3><p id=\"hwt-tradeoff-instructions\">Pick a setting to see where to start, what may change on screen, and what is worth checking during a run.<\/p><a href=\"#hwt-tradeoff-fallback\">View every trade-off without the explorer<\/a><label for=\"hwt-tradeoff-select\"><strong>Choose a setting<\/strong><\/label><select aria-describedby=\"hwt-tradeoff-instructions\" id=\"hwt-tradeoff-select\"><option value=\"ray-tracing\">Ray Tracing<\/option><option value=\"global-illumination\">Global Illumination Quality<\/option><option value=\"reflections\">Reflection Quality<\/option><option value=\"shadows\">Shadow Quality<\/option><option value=\"effects\">Effects Quality<\/option><option value=\"foliage\">Foliage Quality<\/option><option value=\"post-process\">Post-Process Quality<\/option><option value=\"textures\">Texture Quality<\/option><option value=\"view-distance\">View Distance<\/option><option value=\"shading\">Shading Quality<\/option><option value=\"anti-aliasing\">Anti-Aliasing Quality<\/option><option value=\"dlss\">Upscaling Method: DLSS<\/option><option value=\"resolution-scale\">Resolution Scale<\/option><option value=\"frame-generation\">FSR Frame Generation<\/option><option value=\"frame-limit\">Frame Rate Limit<\/option><option value=\"vsync\">VSync<\/option><option value=\"motion-blur\">Motion Blur<\/option><option value=\"gamma\">Gamma<\/option><\/select><div aria-labelledby=\"hwt-tradeoff-result-title\" aria-live=\"polite\" class=\"hwt__status\" role=\"status\"><h4 id=\"hwt-tradeoff-result-title\"><\/h4><dl><dt>Start<\/dt><dd id=\"hwt-tradeoff-start\"><\/dd><dt>What may change<\/dt><dd id=\"hwt-tradeoff-trade\"><\/dd><dt>What to watch<\/dt><dd id=\"hwt-tradeoff-record\"><\/dd><dt>What we know<\/dt><dd id=\"hwt-tradeoff-confidence\"><\/dd><\/dl><\/div><div class=\"hwt__fallback\" id=\"hwt-tradeoff-fallback\"><h4>All graphics settings at a glance<\/h4><p class=\"hwt__hint\">Table scrolls horizontally on small screens.<\/p><div aria-label=\"All 18 settings trade-offs\" class=\"hwt__table-wrap\" role=\"region\"><div class=\"table-wrapper\"><table><thead><tr><th scope=\"col\">Setting<\/th><th scope=\"col\">Start<\/th><th scope=\"col\">What may change<\/th><th scope=\"col\">What to watch<\/th><th scope=\"col\">What we know<\/th><\/tr><\/thead><tbody><tr data-value=\"ray-tracing\"><th class=\"hwt__setting\" scope=\"row\">Ray Tracing<\/th><td class=\"hwt__start\">Off<\/td><td class=\"hwt__trade\">The game does not document exactly which effects it controls or how demanding they are.<\/td><td class=\"hwt__record\">Average FPS, frame pacing, image difference<\/td><td class=\"hwt__confidence\">Option seen in launch footage; suggested starting point<\/td><\/tr><tr data-value=\"global-illumination\"><th class=\"hwt__setting\" scope=\"row\">Global Illumination Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Dark scenes may lose lighting detail; the current performance cost has not been measured.<\/td><td class=\"hwt__record\">Same scene, same weather, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"reflections\"><th class=\"hwt__setting\" scope=\"row\">Reflection Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Reflections may look less detailed or stable; the current cost has not been measured.<\/td><td class=\"hwt__record\">Same camera path, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"shadows\"><th class=\"hwt__setting\" scope=\"row\">Shadow Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Shadows may lose detail or stability; the current cost has not been measured.<\/td><td class=\"hwt__record\">Same time\/scene, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"effects\"><th class=\"hwt__setting\" scope=\"row\">Effects Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Busy effects may lose detail; the current cost has not been measured.<\/td><td class=\"hwt__record\">Repeat an effects-heavy sequence<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"foliage\"><th class=\"hwt__setting\" scope=\"row\">Foliage Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Outdoor scenes may show less vegetation detail or density; the current cost has not been measured.<\/td><td class=\"hwt__record\">Same outdoor route, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"post-process\"><th class=\"hwt__setting\" scope=\"row\">Post-Process Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Some post effects may look simpler, and clarity can shift; the current cost has not been measured.<\/td><td class=\"hwt__record\">Image clarity plus performance<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"textures\"><th class=\"hwt__setting\" scope=\"row\">Texture Quality<\/th><td class=\"hwt__start\">Keep current; change only with VRAM evidence<\/td><td class=\"hwt__trade\">Lower values reduce texture detail. There is no measured Patch 1.0.1 VRAM threshold to target.<\/td><td class=\"hwt__record\">VRAM use, texture pop-in, hitching<\/td><td class=\"hwt__confidence\">Range seen in launch footage; adjust only if symptoms point here<\/td><\/tr><tr data-value=\"view-distance\"><th class=\"hwt__setting\" scope=\"row\">View Distance<\/th><td class=\"hwt__start\">Medium; compare Low only if needed<\/td><td class=\"hwt__trade\">Long sightlines may lose detail or visibility; the current cost has not been measured.<\/td><td class=\"hwt__record\">Same long sightline, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"shading\"><th class=\"hwt__setting\" scope=\"row\">Shading Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Materials and lighting may look flatter; the current cost has not been measured.<\/td><td class=\"hwt__record\">Same scene, screenshots, three runs<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"anti-aliasing\"><th class=\"hwt__setting\" scope=\"row\">Anti-Aliasing Quality<\/th><td class=\"hwt__start\">Medium; compare Low<\/td><td class=\"hwt__trade\">Edges may shimmer more, especially while moving.<\/td><td class=\"hwt__record\">Motion clarity plus performance<\/td><td class=\"hwt__confidence\">Range seen in launch footage; suggested test<\/td><\/tr><tr data-value=\"dlss\"><th class=\"hwt__setting\" scope=\"row\">Upscaling Method: DLSS<\/th><td class=\"hwt__start\">Pair with Upscaling Quality: Quality on RTX<\/td><td class=\"hwt__trade\">DLSS can improve performance by rendering internally at a lower resolution, but clarity varies by scene.<\/td><td class=\"hwt__record\">FPS, frame pacing, motion clarity<\/td><td class=\"hwt__confidence\">Seen in one launch RTX capture; current result unmeasured<\/td><\/tr><tr data-value=\"resolution-scale\"><th class=\"hwt__setting\" scope=\"row\">Resolution Scale<\/th><td class=\"hwt__start\">100%<\/td><td class=\"hwt__trade\">Lowering the scale may improve speed at the cost of a softer image. The full launch-menu range was not captured.<\/td><td class=\"hwt__record\">FPS and fine-detail clarity<\/td><td class=\"hwt__confidence\">100% seen in launch footage; use it as the reference<\/td><\/tr><tr data-value=\"frame-generation\"><th class=\"hwt__setting\" scope=\"row\">FSR Frame Generation<\/th><td class=\"hwt__start\">Off first<\/td><td class=\"hwt__trade\">Presented FPS may increase even when base\/render FPS and input response do not. Current compatibility is untested.<\/td><td class=\"hwt__record\">Presented FPS, base\/render FPS, input response<\/td><td class=\"hwt__confidence\">Option seen in launch footage; current behavior untested<\/td><\/tr><tr data-value=\"frame-limit\"><th class=\"hwt__setting\" scope=\"row\">Frame Rate Limit<\/th><td class=\"hwt__start\">Unlimited first; test a sustainable cap<\/td><td class=\"hwt__trade\">A sustainable cap can trade peak FPS for steadier delivery. The full list of available caps is unknown.<\/td><td class=\"hwt__record\">Frame-time consistency and input response<\/td><td class=\"hwt__confidence\">Unlimited seen in launch footage; cap test is optional<\/td><\/tr><tr data-value=\"vsync\"><th class=\"hwt__setting\" scope=\"row\">VSync<\/th><td class=\"hwt__start\">Keep your current value; compare off\/on<\/td><td class=\"hwt__trade\">Turning it on may remove tearing, but input response and pacing can feel different.<\/td><td class=\"hwt__record\">Tearing, input response, frame pacing<\/td><td class=\"hwt__confidence\">Option seen in launch footage; game-specific result unmeasured<\/td><\/tr><tr data-value=\"motion-blur\"><th class=\"hwt__setting\" scope=\"row\">Motion Blur<\/th><td class=\"hwt__start\">Preference; off for comparison clarity<\/td><td class=\"hwt__trade\">Turning it off sharpens camera movement for some players; no FPS gain has been measured.<\/td><td class=\"hwt__record\">Visual clarity in camera motion<\/td><td class=\"hwt__confidence\">Option seen in launch footage; no measured FPS change<\/td><\/tr><tr data-value=\"gamma\"><th class=\"hwt__setting\" scope=\"row\">Gamma<\/th><td class=\"hwt__start\">Calibrate for visibility<\/td><td class=\"hwt__trade\">Use it to make shadow detail readable, not to gain FPS.<\/td><td class=\"hwt__record\">Shadow detail and visibility<\/td><td class=\"hwt__confidence\">Option seen in launch footage; no measured FPS change<\/td><\/tr><\/tbody><\/table><\/div><\/div><\/div><\/section>\n<figure class=\"halloween-official-figure\"><picture><source srcset=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-lighting.avif\" type=\"image\/avif\"\/><img alt=\"Moonlit Haddonfield street with trees, parked cars, and wet pavement\" decoding=\"async\" height=\"788\" src=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/halloween-lighting.webp\" width=\"1400\"\/><\/picture><figcaption>Haddonfield at night. The scene provides visual context only, not a controlled settings comparison.<\/figcaption><\/figure>\n<h2>How to test your settings properly<\/h2><p>A few disciplined runs tell you more than jumping between presets:<\/p><ol><li>Run the same route. Repeat the same movement, camera turns, and actions.<\/li><li>Match the conditions. Keep resolution, weather, and NPC activity as consistent as the game allows.<\/li><li>Do one warm-up run. Let the scene and shaders settle, then discard that result.<\/li><li>Measure three runs. Note average FPS, frame pacing, VRAM use, image quality, and input response.<\/li><li>Change one setting. Whole-preset swaps make it difficult to tell what actually helped.<\/li><li>Look for a pattern. Keep improvements that repeat, not the single best number.<\/li><\/ol><p>Patch 1.0.1 changed NPC behavior and variable weather, so note both when you test. You can also <a href=\"https:\/\/hone.gg\/blog\/optimize-pc-for-gaming\/\">optimize Windows for gaming<\/a>.<\/p><p>If you test frame generation, write down <strong>base\/render FPS<\/strong> first\u2014the frames the game actually renders\u2014then record <strong>presented FPS<\/strong>, which may include generated frames. A larger presented number does not automatically mean better latency or stronger base performance. Always test <code>FSR Frame Generation<\/code> against an off first.<\/p>\n<h2>Troubleshoot the problem you actually have<\/h2><p>Choose what is going wrong and work through the checks in order. For uneven delivery, learn how to <a href=\"https:\/\/hone.gg\/blog\/pc-stuttering-in-games\/\">reduce stutter in PC games<\/a> without assuming one cause.<\/p>\n<section aria-labelledby=\"hwt-testplan-title\" class=\"hwt hwt--testplan\" id=\"hwt-testplan\"><h3 id=\"hwt-testplan-title\">Fix a specific PC problem<\/h3><p id=\"hwt-testplan-instructions\">Select everything you are seeing, then build a focused checklist in the right order.<\/p><a href=\"#hwt-testplan-fallback\">Browse all seven static test plans<\/a><fieldset aria-describedby=\"hwt-testplan-instructions\"><legend>What is going wrong?<\/legend><div class=\"hwt__choices\"><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"low-fps\"\/> <span>Low average FPS<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"stutter\"\/> <span>Uneven frame pacing or stutter<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"latency\"\/> <span>Input feels delayed<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"blurry\"\/> <span>Image looks blurry or unstable<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"vram\"\/> <span>Possible VRAM pressure or texture hitching<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"crashes\"\/> <span>Crashes<\/span><\/label><label class=\"hwt__choice\"><input name=\"symptom\" type=\"checkbox\" value=\"crossplay\"\/> <span>Crossplay party or connection problem<\/span><\/label><\/div><\/fieldset><button id=\"hwt-testplan-build\" type=\"button\">Build my checklist<\/button><div class=\"hwt__status\" hidden=\"\" id=\"hwt-testplan-output\"><h4 id=\"hwt-testplan-output-title\">Your troubleshooting checklist<\/h4><p id=\"hwt-testplan-preamble\">Change one variable at a time and use the same route where possible.<\/p><ol aria-labelledby=\"hwt-testplan-output-title\" aria-live=\"polite\" id=\"hwt-testplan-list\" role=\"status\" tabindex=\"-1\"><\/ol><p id=\"hwt-testplan-footer\">This plan helps isolate a cause; it does not diagnose one automatically.<\/p><\/div><div class=\"hwt__fallback\" id=\"hwt-testplan-fallback\"><h4>All seven troubleshooting checklists<\/h4><details data-value=\"low-fps\"><summary>Low average FPS<\/summary><ol><li>Record three test runs on the same route with Ray Tracing: Off and FSR Frame Generation: Off.<\/li><li>If available on RTX, compare Upscaling Method: DLSS with Upscaling Quality: Quality as the only change.<\/li><li>Compare Global Illumination Quality, Reflection Quality, and Shadow Quality from Medium to Low one at a time.<\/li><li>Keep only changes that repeat across runs; do not infer a universal percentage gain.<\/li><\/ol><\/details><details data-value=\"stutter\"><summary>Uneven frame pacing or stutter<\/summary><ol><li>Repeat the same route after one warm-up pass and record frame pacing, not only average FPS.<\/li><li>Keep weather and NPC activity as consistent as possible because Patch 1.0.1 changed or repaired both systems.<\/li><li>Compare Frame Rate Limit: Unlimited with one sustainable cap available in your menu.<\/li><li>Log VRAM and RAM use; treat shader compilation or a memory leak as unproven unless measured.<\/li><\/ol><\/details><details data-value=\"latency\"><summary>Input feels delayed<\/summary><ol><li>Set FSR Frame Generation: Off and record base\/render FPS before any frame-generation comparison.<\/li><li>Compare VSync off and on while watching both tearing and input response.<\/li><li>Test a sustainable Frame Rate Limit separately from VSync.<\/li><li>Do not treat generated\/presented FPS as proof of lower latency.<\/li><\/ol><\/details><details data-value=\"blurry\"><summary>Image looks blurry or unstable<\/summary><ol><li>Return Resolution Scale to 100% for a reference image.<\/li><li>Compare the current Upscaling Method against the native reference in the same moving scene.<\/li><li>On RTX, compare DLSS with Upscaling Quality: Quality; inspect fine detail and motion.<\/li><li>Change Anti-Aliasing Quality only after saving the reference result.<\/li><\/ol><\/details><details data-value=\"vram\"><summary>Possible VRAM pressure or texture hitching<\/summary><ol><li>Record VRAM use and note texture pop-in or consistent hitches on the same route.<\/li><li>Reduce Texture Quality by one available step; do not assume Low is required.<\/li><li>Repeat three runs and restore the prior value if symptoms do not improve.<\/li><li>Skip fixed VRAM limits here: no Patch 1.0.1 threshold has been measured.<\/li><\/ol><\/details><details data-value=\"crashes\"><summary>Crashes<\/summary><ol><li>Confirm the game is updated and record the exact build, Windows version, GPU driver, and crash context.<\/li><li>Return overclocks or undervolts to known-stable settings and verify game files through the storefront.<\/li><li>Test with overlays disabled one at a time and preserve any crash report.<\/li><li>Use the official support route; Patch 1.0.1 lists various crash fixes but does not prove every crash is fixed.<\/li><\/ol><\/details><details data-value=\"crossplay\"><summary>Crossplay party or connection problem<\/summary><ol><li>Separate the connection symptom from local rendering performance; graphics changes are not a proven fix.<\/li><li>Record platform, party composition, region, timestamp, and the exact transition that fails.<\/li><li>Retry after confirming every party member is on the current build.<\/li><li>Use the official support route; Patch 1.0.1 fixed a specific crossplay party transition issue, not every network problem.<\/li><\/ol><\/details><\/div><\/section>\n<h2>Halloween: The Game PC system requirements<\/h2><p>The official CPU entries specify platform generations rather than individual processor models. Both tiers call for Windows 11 64-bit, DirectX 12, broadband internet, and 45 GB of SSD\/NVMe storage.<\/p>\n<figure class=\"halloween-requirements-table\"><figcaption>Official PC requirements<\/figcaption><div aria-label=\"Halloween The Game system requirements\" class=\"halloween-table-wrap\" role=\"region\"><div class=\"table-wrapper\"><table><thead><tr><th scope=\"col\">Tier<\/th><th scope=\"col\">OS<\/th><th scope=\"col\">CPU wording<\/th><th scope=\"col\">RAM<\/th><th scope=\"col\">GPU<\/th><th scope=\"col\">API<\/th><th scope=\"col\">Network<\/th><th scope=\"col\">Storage<\/th><th scope=\"col\">Published target<\/th><\/tr><\/thead><tbody><tr><th>Minimum<\/th><td>Windows 11 64-bit<\/td><td>Intel LGA 1200+ \/ AMD AM4+ (Zen 2+)<\/td><td>16 GB<\/td><td>GTX 1660+ \/ RX 590+ \/ Arc A770+<\/td><td>DirectX 12<\/td><td>Broadband internet<\/td><td>45 GB; SSD\/NVMe required<\/td><td>1080p at 30 FPS<\/td><\/tr><tr><th>Recommended<\/th><td>Windows 11 64-bit<\/td><td>Intel LGA 1700+ \/ AMD AM5+<\/td><td>32 GB<\/td><td>RTX 3000 series \/ RX 7000 series<\/td><td>DirectX 12<\/td><td>Broadband internet<\/td><td>45 GB; SSD\/NVMe required<\/td><td>4K at 30 FPS<\/td><\/tr><\/tbody><\/table><\/div><\/div><\/figure><p>The listings do not say which preset, render scale, upscaler, frame-generation mode, or ray-tracing state was used for the published targets, so do not read them as a promise for one exact setup.<\/p>\n<h2>What changed in Patch 1.0.1<\/h2><p>The official <a href=\"https:\/\/halloweengame.com\/news\/halloween-the-game-out-now\/\">Patch 1.0.1 notes<\/a> list crash fixes and repairs for crossplay, NPC pathing, variable weather, interactions, collision, achievements, and balance.<\/p><p>There is no mention of faster rendering, shader work, upscaling, frame generation, or other graphics optimization. In short: the patch may solve a crash or party issue, but it is not evidence of higher FPS.<\/p>\n<h2>FAQ<\/h2>\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">What are the best Halloween: The Game settings for FPS?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">Start with <code>Ray Tracing: Off<\/code> and <code>FSR Frame Generation: Off<\/code>. Put <code>Global Illumination Quality<\/code>, <code>Reflection Quality<\/code>, <code>Shadow Quality<\/code>, <code>Effects Quality<\/code>, <code>Foliage Quality<\/code>, and <code>Post-Process Quality<\/code> at Medium, then try Low one setting at a time if you need more speed. This is a practical setup, not a controlled Patch 1.0.1 benchmark winner.<\/p>\n<\/div><\/div>\n\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Does Patch 1.0.1 improve FPS in Halloween: The Game?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">Not according to the official notes. Patch 1.0.1 addresses crashes, crossplay, NPCs, weather, interactions, collision, achievements, and balance, but it does not claim higher FPS or steadier frame times. Test the current build before crediting the patch with a performance change.<\/p>\n<\/div><\/div>\n\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Should I use DLSS in Halloween: The Game?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">If you have an RTX GPU, <code>Upscaling Method: DLSS<\/code> with <code>Upscaling Quality: Quality<\/code> is worth comparing with a 100% native reference. Check the same moving scene for FPS, frame pacing, fine detail, and motion clarity. The option was seen in launch-build footage, but there is no controlled Patch 1.0.1 gain to quote.<\/p>\n<\/div><\/div>\n\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Should I turn on FSR Frame Generation in Halloween: The Game?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">Leave <code>FSR Frame Generation<\/code> off while you check native performance, particularly for latency-sensitive multiplayer. Record base\/render FPS first, then test it on its own. Presented FPS can include generated frames, so a higher counter does not guarantee lower latency or better base performance.<\/p>\n<\/div><\/div>\n\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">How do I reduce stutter in Halloween: The Game?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">Warm up the same route once, then measure it three times while watching frame pacing, average FPS, VRAM use, weather, and NPC activity. Change one option at a time. You can also compare <code>Frame Rate Limit: Unlimited<\/code> with a cap your PC can sustain. This narrows down the cause without assuming every hitch comes from shaders, memory, or one graphics setting.<\/p>\n<\/div><\/div>\n\n\n<div class=\"wp-block-aioseo-faq halloween-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">What PC specs does Halloween: The Game require?<\/h3><div class=\"aioseo-faq-block-answer\">\n<p class=\"wp-block-paragraph\">Minimum calls for Windows 11 64-bit, Intel LGA 1200+ or AMD AM4+ (Zen 2+), 16 GB RAM, GTX 1660+ \/ RX 590+ \/ Arc A770+, DirectX 12, broadband internet, and 45 GB on SSD\/NVMe for 1080p at 30 FPS. Recommended lists Intel LGA 1700+ or AMD AM5+, 32 GB RAM, and RTX 3000 series \/ RX 7000 series for 4K at 30 FPS. The preset and rendering details are not disclosed.<\/p>\n<\/div><\/div>\n\n<p>Start with ray tracing and frame generation off, then work down from Medium only where you need more headroom. For more headroom, learn <a href=\"https:\/\/hone.gg\/blog\/increase-fps-on-pc\/\">how to increase FPS on PC<\/a> and keep only changes that help more than once.<\/p>\n<aside aria-labelledby=\"bottom-cta-title\" class=\"halloween-cta halloween-cta--bottom\"><p>READY TO TEST YOUR SETUP?<\/p><h3 id=\"bottom-cta-title\">Make one change, compare it, keep what works<\/h3><p>Use Hone to set a PC setup, replay the same scene, and keep the changes that genuinely help your system.<\/p><p><a href=\"https:\/\/hone.gg\/app\/gethone?utm_source=blog&amp;utm_medium=cta&amp;utm_campaign=halloween_the_game_best_settings&amp;utm_content=bottom_cta\">Download Hone<\/a><\/p><\/aside>\n<script>\n(function () {\n  \"use strict\";\n  function freezeRows(rows, reader) { return Object.freeze(Array.from(rows, function (row) { return Object.freeze(reader(row)); })); }\n  function overflowTabstop(root) { root.querySelectorAll(\".hwt__table-wrap,.halloween-table-wrap\").forEach(function (wrap) { if (wrap.scrollWidth > wrap.clientWidth) { wrap.tabIndex = 0; } else { wrap.removeAttribute(\"tabindex\"); } }); }\n  function initPriority() {\n    var root=document.getElementById(\"hwt-priority\"); if(!root)return;\n    var data=freezeRows(root.querySelectorAll(\"tbody tr\"),function(row){return{priority:row.dataset.priority,upscaler:row.dataset.upscaler,common:row.querySelector(\".hwt__common\").textContent,path:row.querySelector(\".hwt__path\").textContent};});\n    var out=root.querySelector(\"#hwt-priority-output-text\");\n    function update(){var p=root.querySelector('input[name=\"priority\"]:checked'),u=root.querySelector('input[name=\"upscaler\"]:checked');if(!p||!u){out.textContent=\"Choose a priority and upscaler.\";return;}var item=data.find(function(x){return x.priority===p.value&&x.upscaler===u.value;});out.textContent=item.common+\" \"+item.path;}\n    root.querySelectorAll('input[type=\"radio\"]').forEach(function(el){el.addEventListener(\"change\",update);}); update(); overflowTabstop(root); root.dataset.enhanced=\"true\";\n  }\n  function initTradeoff(){var root=document.getElementById(\"hwt-tradeoff\");if(!root)return;var data=freezeRows(root.querySelectorAll(\"tbody tr\"),function(row){return{value:row.dataset.value,label:row.querySelector(\".hwt__setting\").textContent,start:row.querySelector(\".hwt__start\").textContent,trade:row.querySelector(\".hwt__trade\").textContent,record:row.querySelector(\".hwt__record\").textContent,confidence:row.querySelector(\".hwt__confidence\").textContent};});var select=root.querySelector(\"#hwt-tradeoff-select\"),title=root.querySelector(\"#hwt-tradeoff-result-title\"),fields={start:root.querySelector(\"#hwt-tradeoff-start\"),trade:root.querySelector(\"#hwt-tradeoff-trade\"),record:root.querySelector(\"#hwt-tradeoff-record\"),confidence:root.querySelector(\"#hwt-tradeoff-confidence\")};function update(){var item=data.find(function(x){return x.value===select.value;});title.textContent=item.label;fields.start.textContent=item.start;fields.trade.textContent=item.trade;fields.record.textContent=item.record;fields.confidence.textContent=item.confidence;}select.addEventListener(\"change\",update);update();overflowTabstop(root);root.dataset.enhanced=\"true\";}\n  function initPlan(){var root=document.getElementById(\"hwt-testplan\");if(!root)return;var data=freezeRows(root.querySelectorAll(\"details\"),function(detail){return{value:detail.dataset.value,label:detail.querySelector(\"summary\").textContent,steps:Object.freeze(Array.from(detail.querySelectorAll(\"li\"),function(li){return li.textContent;}))};});var button=root.querySelector(\"#hwt-testplan-build\"),out=root.querySelector(\"#hwt-testplan-output\"),preamble=root.querySelector(\"#hwt-testplan-preamble\"),list=root.querySelector(\"#hwt-testplan-list\"),footer=root.querySelector(\"#hwt-testplan-footer\");button.addEventListener(\"click\",function(){var chosen=new Set(Array.from(root.querySelectorAll('input[name=\"symptom\"]:checked'),function(x){return x.value;}));list.replaceChildren();if(!chosen.size){preamble.hidden=true;footer.hidden=true;var li=document.createElement(\"li\");li.textContent=\"Choose at least one symptom. 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