We've been playing Forza Horizon 6 for the last week and really enjoying it as longtime fans of the series. It's a fun game that runs well on PC and looks fantastic, with major visual upgrades over the previous title. Still, there's always room for optimization, so in today's guide we'll walk through every setting in Forza Horizon 6 and show you which options to tweak to maximize performance without sacrificing too much visual quality.

The good news is that, like previous entries in the series, Forza Horizon 6 appears to be very well optimized. At maximum settings, it is naturally more demanding than Forza Horizon 5, which makes sense given the improved graphics, but we wouldn't describe the performance hit as excessive. There are also plenty of options that improve performance with excellent scaling. As seen in our Forza Horizon 6 benchmark review, the 1440p High preset runs very well on most hardware.

The game also supports most modern graphics features. For upscaling, there's DLSS 4.5, FSR 3.1, which can be upgraded to FSR 4.1 via AMD's driver override, and XeSS 2.0.

It's disappointing that Frame Generation is only available on Nvidia GPUs through DLSS, with no support for FSR or XeSS Frame Generation. Still, we don't think this will be a must-have feature for most gamers. Despite the use of ray-traced effects, Ray Reconstruction and Ray Regeneration have not been implemented.

A few quick notes about the test systems before we get into everything. All visual comparisons were captured at 4K using the Nvidia RTX 5090 with DLSS Quality enabled. Performance testing was conducted primarily on an RTX 5060 Ti 16GB at native 1440p. The CPU used was the AMD Ryzen 7 9800X3D paired with 32GB of DDR5-6000 memory. Let's get into it.

Global Illumination Quality

The most demanding setting in Forza Horizon 6 is definitely global illumination. This is split into two options: Ray-Traced GI Quality and Screen Space GI Quality. Enabling the ray-tracing option disables the screen-space option. This setting can also have a major impact on visuals in certain scenes, so choosing the right configuration is critical for balancing performance and image quality.

For a better representation of image quality comparisons, check out the HUB video below:

Like many global illumination settings seen across modern games, higher settings can provide either a subtle improvement or a dramatic upgrade depending on how light sources are positioned. If the lighting is more direct, such as sunlight streaming from directly overhead, the GI Quality settings have only a minor impact. But in scenes with heavy bounce lighting, such as tunnels or sunrise and sunset conditions, higher GI settings can significantly transform the way the game looks.

Let's start with the tunnel example as seen above. The most natural and visually impressive lighting comes from using Ray-Traced GI Quality on either High or Medium. High uses a higher sample count, resulting in less noise and cleaner global illumination, but Medium often looks very similar in practice while using fewer samples. Low, however, cuts back some of the bounce lighting, reducing depth and making the visuals noticeably flatter compared to Medium. Moving from Ray-Traced Low to Screen Space Ultra introduces another shift in presentation, with simpler lighting overall. Ultra looks reasonably close to High and Medium, while Off removes the last traces of ambient occlusion.

Below is another example at sunset...

Ray-Traced Medium has lower fidelity than Ray-Traced High, but the overall image remains largely similar. Low looks noticeably less realistic, and in this scene the Screen Space options actually resemble Ray-Traced Low quite closely. Ultra and High are fairly similar, while Medium removes some shadow detail, and Off strips back even more.

We see a similar phenomenon in outdoor daytime scenes, though it's less dramatic than the sunset example. Ray-Traced High and Medium provide the best shadowing and depth, followed by a noticeable step down to Ray-Traced Low.

Beyond that, many of the Screen Space options look relatively similar. In this nighttime scene, the difference between Ray-Traced High and Screen Space High is negligible, showing that there are definitely scenarios where this setting has minimal visual impact.

The main issue with the Ray-Traced GI options is noise. Even at the maximum High setting, visible noise can appear on roads, foliage, and other surfaces affected by bounce lighting. During fast-paced races this can be difficult to notice, especially when you aren't focusing on fine detail, but road noise artifacts can occasionally become distracting. The issue becomes more pronounced on the Medium and Low settings because of the reduced sample count. In some situations, Medium can even look blurrier than High in fine foliage detail.

If you find this noise distracting, the best solution is to disable Ray-Traced GI Quality and use the Screen Space option instead. This approach is largely free of the speckled noise artifacts, though it comes at the cost of reduced realism in some of the game's best-looking scenes.

Global Illumination Performance

To determine which option makes the most sense, we need to look at performance. Ray-Traced GI Quality on High is extremely demanding. Dropping the setting to Ray-Traced Medium improves performance by 33%. Switching from Medium to Low provides an additional 7% uplift, or 43% relative to High.

For the Screen Space settings, Ultra is not significantly faster than Ray-Traced Low, improving performance by just 5% when VRAM is not a limitation. However, enabling Ray-Traced GI at any setting consumes more than 1.5GB of VRAM at 1440p, which severely impacts performance on 8GB GPUs with limited memory capacity. On those cards, instead of seeing just a 5% gain from using Screen Space GI, you could see performance improve by as much as 35%, making ray tracing difficult to justify on an 8GB GPU.

Within the Screen Space options, moving from Ultra to High delivers a 5% performance boost, while another 5% gain is achieved by dropping from High to Medium. Using High Screen Space GI instead of Low Ray-Traced GI improves performance by 10%, while compared to Medium Ray-Traced GI the uplift is closer to 20%.

Based on what we've seen, we'd recommend several different configurations depending on your hardware and performance targets. If the game already runs well for you using the Extreme + RT preset, High Ray-Traced GI can make sense because it noticeably reduces noise artifacts.

However, for most players, Medium Ray-Traced GI is the sweet spot, offering a 33% performance improvement while largely preserving the natural lighting quality of the High setting.

If performance is still not where you want it with Medium RT, we don't see much reason to use Low RT. Screen Space High generally looks very similar in many scenarios and is the better overall option. Relative to High RT, that setting delivers a 57% performance improvement. While it isn't quite as visually impressive, it still looks excellent in our opinion.

Reflections Quality

The other ray-tracing setting in Forza Horizon 6 is Reflections Quality, which is again split into two options. What's interesting about this game is that ray tracing is not used for every reflection, even when enabled. The game always uses a mixture of rendering techniques, so disabling ray tracing entirely doesn't suddenly result in terrible-looking reflections. In fact, car reflections are often unaffected by the standard Reflections Quality settings, which makes sense because they are handled separately through their own setting.

For a better representation of image quality comparisons, check out the HUB video below:

We found the impact of the Reflections Quality settings most noticeable on buildings and water. In the Tokyo city areas, enabling ray tracing significantly improves the quality and accuracy of reflections on building windows. The difference between High, Medium, and Low primarily comes down to ray-tracing draw distance. Higher settings reflect more objects farther into the distance. Low has a fairly limited draw distance, so in some situations it doesn't look dramatically different from using Screen Space reflections.

Water quality sees more subtle improvements. It appears that ray tracing is mainly used to enhance reflections that screen-space techniques struggle to handle properly. In this scene, ray tracing delivers more accurate reflections and better handles reflections near the edges of the screen compared to the screen-space modes.

However, even using Screen Space Reflections Quality on Medium or Low still produces impressive-looking water reflections. The image doesn't become excessively noisy or visually poor. Higher screen-space settings use a higher reflection resolution, which can appear slightly cleaner, while Medium and Low begin removing some reflections entirely, such as this reflection on the rear of the car.

Another advantage of ray tracing is that it can resolve some of the reflection disocclusion artifacts present with screen-space reflections. However, because the game combines multiple reflection techniques, enabling ray tracing doesn't always eliminate the issue completely. Throughout most of our gameplay, we didn't find this particularly distracting, though ray tracing still provides the best overall visual quality.

Reflections Quality Performance

Reflections Quality is far less demanding than GI Quality. Ray-Traced High and Medium perform very similarly, while Low improves frame rates by around 3%. There is a larger jump when switching to Screen Space reflections only, with the Extreme mode running 10% faster than RT Low and 13% faster than RT High. Screen Space High is roughly 2% faster than Extreme, while Medium and Low are each about 4% faster again.

The same issue we observed with GI Quality also applies here on 8GB GPUs. Because ray tracing increases VRAM usage, screen-space reflections can run more than 40% faster on memory-constrained cards. However, if you have sufficient VRAM, the performance gap becomes much smaller.

If you're aiming for the best balance of visuals and optimization, we think leaving Reflections Quality on Ray-Traced High is a good choice. You don't gain much performance by dropping to Medium or Low, while reflections in city environments look noticeably worse. However, if you need higher frame rates, we'd recommend switching to Screen Space High. It can improve performance by roughly 15% without significantly harming car reflections, which are the most noticeable reflections during gameplay.

Car Reflection Quality

The setting that directly affects car reflections is, unsurprisingly, Car Reflection Quality. Forza Horizon 6 appears to use a custom rendering technique for the high-quality reflections visible on car surfaces instead of relying entirely on ray tracing. Ray tracing can improve close-range reflections in specific situations, so disabling Ray-Traced Reflections Quality can remove some reflections from the car body. However, for the most part, it seems the developers are relying on real-time cube mapping to handle car reflections.

The visual changes introduced by this setting are fairly straightforward. Lower settings produce blurrier reflections on car surfaces. There isn't a huge difference between Extreme, Ultra, and High, but noticeable reductions begin at Medium and Low, where reflections appear lower resolution. The Very Low setting removes most reflections entirely.

Mirror quality inside cars remains broadly similar across all settings, so higher modes don't provide sharper or more detailed rearview mirrors. However, using the Low or Very Low options causes these reflections to update at half rate, refreshing every second frame instead of every frame.

Car Reflections Performance

Performance-wise, this setting is not especially demanding, so most players should simply stick with Extreme. Even reducing the setting all the way down to Medium improved performance by just 1%, which is hardly worthwhile. Low ran only 3% faster than Extreme, making the tradeoff difficult to justify given the noticeable visual downgrade to one of the most prominent graphical features in the game.

Environment Texture Quality

Environment Texture Quality is another setting with major performance implications for GPUs that lack sufficient VRAM. It also has a significant impact on image quality, especially at 4K, where the Extreme setting is clearly the best way to experience the game. Texture quality at the maximum setting is extremely impressive in our opinion, delivering sharp and detailed road and surface textures across many scenes.

For a better representation of image quality comparisons, check out the HUB video below:

Even reducing the setting one step to Ultra, which lowers VRAM usage by more than 1GB, results in a noticeable drop in texture quality. This road, for example, looks visibly sharper on Extreme compared to Ultra.

Further reductions to High and Medium cause some textures to become noticeably blurry. Any setting at or below High also forces Environment Geometry Quality to High, which removes many environmental details, though all comparisons here were conducted using the same Geometry High setting. Despite the name, we don't think the High texture mode actually looks especially high quality, whereas Extreme feels more like enabling a true 4K texture pack. That makes sense when you consider that moving from Extreme to High reduces VRAM usage by roughly 3GB on an 8GB GPU.

Medium and Low become even blurrier, particularly in city scenes where road textures can look extremely low quality. In other scenes, dropping to Low removes a large amount of distant texture detail, making environments appear flat and lifeless.

Environment Texture Performance

What's interesting about this setting is the performance impact. If you have enough VRAM to run maximum settings, Environment Texture Quality has only a small effect on performance when isolated on its own. Dropping from Extreme to High improved performance by just 2%, but given the large improvement in visual quality, we'd strongly recommend sticking with Extreme if your GPU has enough VRAM. From maximum to minimum settings, we observed only about a 4% performance increase overall.

However, on an 8GB GPU, Environment Texture Quality has a massive impact, particularly between settings that exceed the VRAM buffer, such as Extreme and Ultra, and those that do not, such as High. On an 8GB RTX 5060, we saw nearly a 30% improvement in performance when using High instead of Extreme, with no meaningful gains from lowering the setting further. Essentially, if you're using one of these GPUs, you'll want to stay at High or below to avoid severe performance penalties.

Environment Geometry Quality

Environment Geometry Quality controls world density, with higher settings loading more objects into the environment, particularly outside city areas. The difference between the top settings is quite substantial. Extreme delivers by far the highest density, loading significantly more grass and shrub foliage than Ultra.

For a better representation of image quality comparisons, check out the HUB video below:

The level of density provided by Extreme looks fantastic in our opinion and represents the ultimate way to experience the game.

Ultra is also a substantial step up from High, which is the mode forced when Texture Quality is set to High or below. High noticeably reduces both close and distant environmental detail compared to Ultra, lowering grass density nearby and making distant hills appear more barren and lifeless. Below High, the visual changes become more subtle, but additional objects are still removed and city geometry becomes increasingly simplified.

From a performance perspective, Environment Geometry Quality can have a noticeable impact, though perhaps not as large as you might expect considering how much denser the Extreme setting appears. In the city benchmark pass, High ran 5% faster than Extreme, while in the foliage-heavy environments outside Tokyo we observed gains of up to 10% using High. The difference between Extreme and Ultra was much smaller, typically around 1 to 3%.

For this setting, we think the best approach is either committing fully to Extreme for the highest world density or dropping back to High for improved performance. We don't see much reason to use the intermediate settings, and anything below High improved performance by only around 2% at most. Once again, though, owners of 8GB GPUs will effectively be forced to use High, since that setting is required when using High texture quality.

Shadow Quality

Shadow Quality is fairly straightforward. This setting affects the resolution and geometric detail of shadows. Higher settings produce more accurate and detailed shadows, with Extreme offering the richest shadow detail throughout the world, especially in foliage-heavy areas. Ultra and High look fairly similar, although High is a noticeable step down in resolution. Low provides the least detailed shadows, while Off looks extremely poor and is really intended only for low-end hardware.

For high-end systems, we can understand using Extreme because dropping to Ultra improves performance by only around 2%. However, the lower shadow settings deliver performance that is very similar to Ultra, so we wouldn't recommend going below that.

Night Shadows

Night Shadows is another fairly straightforward setting. On Extreme, shadows are cast both by the moon and by car headlights. On Ultra, moon shadows are removed while headlight shadows remain enabled. Setting the option to Off disables both of these shadow types, though not all nighttime shadows disappear entirely.

In benchmark mode, Night Shadows had no measurable impact on performance, which makes sense since the benchmark doesn't include nighttime conditions. In actual nighttime scenes with large numbers of shadows, we observed performance gains of up to 5% using Ultra instead of Extreme, with another 3% improvement when switching from Ultra to Off. That's a fairly meaningful performance increase, though in our opinion removing moon shadows also has a noticeable impact on visual quality.

We think high-end gamers should stick with Extreme here unless nighttime performance is a serious issue. For everyone else chasing additional frame rate, Ultra is a good compromise

Car Level of Detail

Car Level of Detail is exactly what the name suggests: lowering this setting reduces the quality of car models. We didn't notice much difference between Extreme and Ultra, but the High setting loads a lower-quality version of your player car, with subtle reductions in detail that make the model appear simpler. Medium then lowers the quality of other cars in races, while Low reduces the detail of opponent car models even further.

This setting didn't make a substantial difference to VRAM usage in our testing and only slightly improved performance, increasing frame rates by around 2% when moving from Extreme to High. If you're aiming for the best visual quality, we don't think that's worth it.

You spend a lot of time looking at your car in this game, and the models are detailed enough that you'll want to preserve their highest-quality presentation. However, if you're targeting maximum performance, dropping to High makes the most sense.

Shader Quality

Shader Quality affects a range of surfaces and environmental elements throughout the game. In rougher terrain, reducing Shader Quality from Extreme or Ultra to High lowers the perceived depth in the terrain, making environments appear slightly flatter. Moving from the higher settings to Medium or Low can also reduce draw distance for certain elements, such as trees. In this scene, for example, the distant forest becomes noticeably simpler and less detailed on Medium or Low compared to High and above. In another example, distant foliage is actually removed on Medium relative to High, once again reducing draw distance and overall world detail.

From a performance perspective, this setting doesn't have a major impact. We observed about a 2% improvement using High instead of Extreme, which we think is worthwhile because the visual difference is minimal in most scenes. However, dropping below High noticeably harms image quality while providing almost no additional performance benefit, so we wouldn't recommend the lower options.

Volumetric Fog Quality

Volumetric Fog Quality affects the resolution of fog effects and can be disabled entirely at the lowest setting. Based on our testing, reducing this setting has only a minor impact on image quality, especially among the higher presets. Once we reached Medium, and particularly Low, we began noticing artifacts in motion caused by the lower-resolution volumetrics. These usually appeared near the edges of the screen, almost as if the fog was loading in. As long as you use at least the High setting, though, the effect still looks good.

Performance-wise, this setting has very little impact. At most, we observed around a 1% improvement moving from the highest to lowest options. There was a slight gain using High instead of Extreme, while looking virtually identical visually, so we'd recommend sticking with High.

Particle Effects Quality

Particle Effects Quality subtly changes both the quality and quantity of particles shown on screen, particularly during race starts with pyrotechnics and similar effects. Lowering the setting reduces particle count, while setting it to Very Low disables some effects entirely.

Using the Very Low setting improved performance by only 1 to 2%, while the performance impact of the other settings was effectively negligible. As a result, you may as well leave this setting on Ultra.

Deformable Terrain Quality

Deformable Terrain Quality appears to make subtle changes to terrain deformation effects when driving through snow, sand, and similar surfaces, with higher settings adding more depth and detail. However, even when deliberately creating these deformations during testing, we observed virtually no performance impact, so you can safely leave this setting on Extreme. It's possible this option has a larger effect on older or slower GPUs.

The Lens Effects option appears to control effects such as raindrops hitting the camera during wet weather. There doesn't seem to be a major visual difference between the available settings, although turning the option Off removes rain interaction from the camera entirely, which some players may prefer. We didn't observe any noticeable performance impact from this setting, so using Ultra is perfectly fine.

A Few Other Things

There are a couple more settings in the game that affect audio quality and motion blur quality. We found these settings had no measurable performance impact. We suspect the audio setting mainly exists for very low-end CPUs and handheld devices. We'd keep both settings at their highest options, though we still recommend disabling motion blur itself, which is controlled separately in the video settings.

Lastly, before getting into our final optimized settings, there are a few additional notes worth mentioning.

In this game, you can achieve compounding performance gains by reducing multiple settings together. For example, if you disable all ray-tracing options, lowering Shadow Quality provides a slightly larger performance improvement than it does with ray tracing enabled.

Similarly, if you reduce world density through the Environment Geometry Quality setting, you'll see larger gains from reducing GI Quality. This stacking effect allows the game to scale much more aggressively through presets than you might expect based on the impact of individual settings alone.

We'd also recommend installing Nvidia's Game Ready drivers for Forza Horizon 6, as they improve performance compared to the previous driver release. This isn't always the case with Game Ready drivers, since some launches see little to no optimization benefit, but with this title Nvidia appears to have implemented some worthwhile last-minute improvements.

So if you're the type of gamer who doesn't update drivers regularly, it's probably worth installing the latest version before playing Forza Horizon 6.

TechSpot Optimized Settings

Here are our optimized settings for Forza Horizon 6. Overall, this is a very well-optimized game, so if you're targeting the best possible visual quality at acceptable frame rates, we wouldn't change too many options.

Setting TechSpot Quality
Car Level of Detail Extreme
Environment Texture Quality Extreme
Environment Geometry Quality Extreme
Car Reflection Quality Extreme
Screen Space Reflections Quality Off
Raytraced Reflections Quality High
Shadow Quality Extreme
Night Shadows Extreme
Screen Space GI Quality Off
Raytraced GI Quality Medium
Shader Quality High
Audio Quality Ultra
Deformable Terrain Quality Extreme
Particle Effects Quality Ultra
Volumetric Fog Quality High
Lens Effects Ultra
Motion Blur Quality Ultra
Motion Blur Off
Nvidia Reflex Low Latency On + Boost
Anti-Aliasing DLAA / FSR AA / XeSS AA Preferred
Use DLSS / FSR 4.1 / XeSS Upscaling to Improve FPS
Frame Generation Only at Good Baseline FPS

Lowering GI Quality from Ray-Traced High to Ray-Traced Medium provides a huge performance improvement relative to the Extreme + RT preset, but beyond that, many settings either offer minimal gains when reduced slightly or improve performance at a significant cost to visuals. Since this game doesn't require aggressive optimization to perform well, we're only recommending a handful of small tweaks for our Quality settings.

If you're looking for more performance or prefer to play Forza at higher frame rates, we'd suggest making more extensive changes. The biggest adjustment is disabling both ray-tracing settings, along with a few tweaks to shadow quality and geometry settings. At the same time, there are several settings that many presets reduce unnecessarily, despite having little impact on performance. Audio Quality, car reflections, and textures can all remain maxed out, provided you have enough CPU and VRAM headroom.

Setting TechSpot Performance
Car Level of Detail High
Environment Texture Quality Extreme
Environment Geometry Quality High
Car Reflection Quality Extreme
Screen Space Reflections Quality High
Raytraced Reflections Quality Off
Shadow Quality Ultra
Night Shadows Ultra
Screen Space GI Quality High
Raytraced GI Quality Off
Shader Quality High
Audio Quality Ultra
Deformable Terrain Quality Extreme
Particle Effects Quality Ultra
Volumetric Fog Quality High
Lens Effects Ultra
Motion Blur Quality Ultra
Motion Blur Off
Nvidia Reflex Low Latency On + Boost
Anti-Aliasing DLAA / FSR AA / XeSS AA Preferred
Use DLSS / FSR 4.1 / XeSS Upscaling to Improve FPS
Frame Generation Only at Good Baseline FPS

For owners of 8GB GPUs, unfortunately we do need to recommend a third optimized configuration. To avoid severe performance losses, 8GB cards will generally need to disable ray tracing and reduce both Environment Texture Quality and Environment Geometry Quality to High. This setup keeps the game comfortably below 8GB of VRAM usage. Exceeding 8GB doesn't necessarily cause severe stuttering or broken visuals, which is good, but overall frame rates suffer dramatically with the highest-quality settings enabled.

Setting TechSpot 8GB VRAM
Car Level of Detail Extreme / High
Environment Texture Quality High
Environment Geometry Quality High
Car Reflection Quality Extreme
Screen Space Reflections Quality High
Raytraced Reflections Quality Off
Shadow Quality Extreme / Ultra
Night Shadows Extreme / Ultra
Screen Space GI Quality High
Raytraced GI Quality Off
Shader Quality High
Audio Quality Ultra
Deformable Terrain Quality Extreme
Particle Effects Quality Ultra
Volumetric Fog Quality High
Lens Effects Ultra
Motion Blur Quality Ultra
Motion Blur Off
Nvidia Reflex Low Latency On + Boost
Anti-Aliasing DLAA / FSR AA / XeSS AA Preferred
Use DLSS / FSR 4.1 / XeSS Upscaling to Improve FPS
Frame Generation Increases VRAM Usage, So Be Careful

In terms of results, our TechSpot/HUB Quality settings deliver performance very similar to the Ultra + RT preset. However, instead of lowering a large number of settings as the preset does, we're targeting the biggest gains from the fewest possible adjustments.

The major advantage of our configuration, in our opinion, is keeping Texture Quality and Geometry Quality at their maximum settings. Both are reduced when moving from the Extreme + RT preset to Ultra + RT, and both have a noticeable impact on visual quality.

Our TechSpot/HUB Performance settings provide an experience somewhere between the Ultra and High presets, specifically the non-RT versions. You get roughly 25% more performance than the Extreme preset while still maintaining a mixture of maxed-out and high-level settings. These settings run exceptionally well on modest hardware like the RTX 5060 Ti 16GB, delivering more than 90 fps at 1440p with DLAA enabled.

Wrap Up

Playground Games has done an excellent job with Forza Horizon 6 and has scaled its in-house ForzaTech engine extremely well. There are high-end settings for gamers with powerful hardware, while lowering settings still unlocks substantial performance gains. As a result, the game should run well on most GPUs released within the last five to seven years.

The developers have also done a solid job offering high-quality textures and world detail for gamers with plenty of VRAM, while still attempting to make the game work on 8GB GPUs, albeit with cutbacks to visual quality.

Visually, we think this is an extremely impressive game on Ultra settings, especially in certain lighting conditions. The game looks phenomenal during sunrise and sunset, the environments are dense and richly detailed, the car models are stunning, and achieving that visual quality isn't overly demanding.

There's also dynamic time-of-day lighting, seasonal changes, and a full weather system, all of which look excellent. This is a breathtaking game to experience on a high-resolution HDR display.

We also think the game looks noticeably better than Forza Horizon 5. We recently went back and spent some time comparing the two, and there's no question that the newer game looks superior. It's also more demanding to run, which makes sense, but we don't think this is a case of visual stagnation over the five years between releases. The gameplay remains incredibly fun as well, and we're having a great time driving around and completing events.

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