WoW Forever runs on the modern WoW engine with new lighting, volumetric fog, PBR water and far longer draw distances, so the old Classic rule of "max everything" no longer holds. On a strong PC with everything on Ultra High, a handful of settings eat most of the frame rate while changing very little on screen, and a few console commands make the world look better than any menu preset can.
Below you will find what each graphics setting actually costs in FPS, which ones are safe to lower and which ones break the look, the console commands for dense grass and a sharper image, and ready presets for high-end, mid-range and low-end PCs.
The FPS figures come from side-by-side tests on a Ryzen 7 9800X3D with a Radeon RX 9070 XT at 1440p, moving each setting from its lowest to its highest value. Your numbers will differ, but the order of the expensive settings stays the same on most systems.
| Setting | FPS cost, low to max | Best value for most PCs |
|---|---|---|
| Secondary Lighting | Up to 50-60 FPS | Good |
| Compute Effects | About 40 FPS from High to Ultra High | High |
| Anti-Aliasing | About 35 FPS for 8x multisample | CMAA2, or CMAA2 + 2x |
| Shadow Quality | About 25 FPS | Good |
| SSAO | About 10 FPS | Good |
| View Distance | 5-10 FPS | 7-8 |
| Environment Detail | A few FPS | 8 or higher |
| Texture Resolution | A few FPS, uses VRAM | High |
| Liquid Detail (PBR) | Up to 4 FPS | High or Ultra |
| Character Models (HD or SD) | No measurable difference | Your choice |
If you only change four things, set Secondary Lighting to Good, Compute Effects to High, Shadow Quality to Good and Anti-Aliasing to CMAA2. On the test PC that is well over 100 FPS back with almost no visible loss.
The Display tab decides how many pixels the game renders and how it smooths them, so it sets the ceiling for everything else. Use Windowed (Fullscreen) mode, turn Vertical Sync off unless you see screen tearing, and set Low Latency Mode to NVIDIA Reflex + Boost if your card supports it.
You have probably seen the advice to drop Render Scale to 98% or 90%. The visual gain from it has nothing to do with resolution: below 100% the game switches on its resample sharpening filter, and that filter is what makes the image look crisper. The console command ResampleAlwaysSharpen turns the same filter on at 100% render scale, so you keep full resolution and still get the sharper image. The commands section below has the exact line.
Render Scale is still a real FPS lever when your graphics card is the bottleneck. On weaker GPUs, 85-95% gives noticeable frames back, and some players with very low FPS only fixed it by lowering render scale.
Most players set Anti-Aliasing to the maximum, CMAA2 plus 8x multisample. Dropping multisample from 8x to 2x gives about 25 FPS back, and running CMAA2 alone adds another 10, with almost no visible difference in normal play. Going down to FXAA is where jagged edges start to show.
Two caveats from players. 8x multisample can make edges in front of fog or water flicker, and it pushes power draw much higher than CMAA2 alone. CMAA2, on the other hand, smooths thin branches less well while you move, so if that bothers you, CMAA2 with 2x or 4x multisample and Multisample Alpha Test on is the middle ground.
The Graphics Quality slider at the top of the tab only sets a starting preset. Every setting below can be changed on its own, and that is where the frames are.
Turning shadows off gave about 205 FPS against 180 on Ultra High. Only Ultra High draws shadows on trees and objects far away, and between High, Ultra and Ultra High the difference is visible mostly at a distance. Good is the best compromise if you need the frames. Low shadows also make forests look washed out at range, because everything far away loses its shade.
Compute Effects drives the volumetric fog and the sun rays, and it is one of the heaviest settings in the game: High can be 40 FPS more than Ultra High for nearly the same picture, especially when you look at the ground, which is most of the time. Do not go down to Low, because some effects simply disappear and the light shafts turn into blurry noise.
Ultra High is worth it only on a strong PC, when the fog shows as separate wisps instead of a flat haze. Compute Effects also loads the GPU more than it lowers FPS, so if your card runs hot, this is the first setting to drop.
Secondary Lighting is the new lighting Blizzard showed off for Forever, and it matters most in dark areas such as caves, inns and night time. It is also the single most expensive setting: going from Fair to High can be a 50 FPS swing depending on the zone. Keep it at Good or above, since Low and Fair remove most of the depth the new engine adds.
SSAO adds contact shadows where objects meet the ground and in corners. Without it, crates, trees and characters look like they float above the floor, so keep it at Good. It costs around 10 FPS across its range. Depth Effects adds depth of field to distant terrain; it costs frames, and on high-resolution monitors many players prefer it off because it softens the background.
On a weak PC, turning SSAO, Depth Effects and Compute Effects all off is a valid last resort for FPS. Just know that the game will look flatter than Classic ever did on modern hardware.
Forever has two water settings. Legacy Liquid Detail covers only the old-style liquids that are left in the world, so it can sit on Low. PBR Liquid Detail controls the new water with reflections and flow. It costs at most a few FPS, so run it on High or Ultra; Low has no real reason to exist.
Texture Resolution costs only a couple of FPS but uses video memory, and Low textures are a massive visual downgrade, so keep them on High if you have the VRAM. Particle Density can stay high outside raids. Spell Density set to Essential hides other players' minor spell effects while keeping yours, which helps in 40-player raids. Keep Projected Textures on, because it draws ground effects you need to see.
Forever draws much further than Classic did: from The Barrens you can see Hyjal, and from Westfall the top of Blackrock Mountain. View Distance is noticeable mostly when you fly or stand high up, so 7 or 8 instead of 10 gives 5-10 FPS back. Below 4 the world starts to look empty.
Environment Detail controls how far trees, bushes and buildings load, and turning it right down makes them pop in close to you. Lower it only if you are fine-tuning for the last few frames. Ground Clutter is the grass and small plants; the slider gives a little FPS back, and the console commands below take it much further than the slider allows.
The Advanced tab holds the settings that decide how smooth the game feels rather than how it looks:
Contrast, brightness and gamma are personal, but one tweak stands out: raising Contrast from the default 50 to 60-70 makes the image a little darker and makes the new lighting pop, especially indoors.
Some of the biggest visual upgrades are not in the menu at all. Type each line into chat and press Enter. The grass commands push vegetation far beyond what the Ground Clutter slider allows, and the effect is the first thing you notice in Elwynn Forest or Ashenvale.
/console groundEffectDensity 256 /console groundEffectDist 500 /console groundEffectFade 370 /console ResampleAlwaysSharpen 1 /console cameraDistanceMaxZoomFactor 4.0 /console weatherDensity 3
Each command and what it changes:
| Command | Default | Recommended | What it does |
|---|---|---|---|
| groundEffectDensity | About 48, set by Ground Clutter | 256 (max), or 128 to save FPS | How much grass grows on the ground |
| groundEffectDist | About 200, set by Ground Clutter | 500 (max) | How far away grass is drawn |
| groundEffectFade | 70 | 370 | How softly grass fades in at the edge of that distance |
| ResampleAlwaysSharpen | 0 | 1 | Turns on resample sharpening at 100% render scale |
| cameraDistanceMaxZoomFactor | 2 | 2.6 to 4.0 | How far the camera can zoom out |
| weatherDensity | 2 | 3 | Denser rain and snow |
Density 256 with full distance makes grass look truly dense, and 128 is a good middle ground if you want some of those frames back. After ResampleAlwaysSharpen, set the strength with the Resample Sharpness slider in Advanced: around 0.6-0.7 keeps the image crisp without the grainy over-sharpened look of the maximum. With the zoom command, the camera reaches much further than the slider allows, which helps in PvP and makes for good screenshots.
Yes. Values set with /console are saved to your game config and stay after a restart, so you type them once. The exception is the grass: moving the Ground Clutter slider rewrites groundEffectDensity and groundEffectDist, so set the slider first and run the commands after it. To undo a command, enter it again with the default value from the table.
These presets put the tests above into one place. High-end means a current card on the level of an RX 9070 XT or RTX 4080 at 1440p; mid-range is around an RTX 3060 at 1080p-1440p; low-end is a GTX 1050 Ti-class card or a laptop.
| Setting | High-end | Mid-range | Low-end |
|---|---|---|---|
| Render Scale | 100% | 100% | 85-90% |
| Anti-Aliasing | CMAA2 + 2x | CMAA2 | CMAA2 |
| Shadow Quality | Ultra | Good | Fair |
| PBR Liquid Detail | Ultra | High | Good |
| Compute Effects | High | High | Good |
| Secondary Lighting | High | Good | Good |
| SSAO | High | Good | Off |
| Texture Resolution | High | High | Fair |
| View Distance | 8 | 7 | 5 |
| Environment Detail | 10 | 8 | 5 |
| Grass commands | Density 256, distance 500 | Density 128, distance 500 | Skip |
Start from your row, then move one setting at a time while watching the FPS counter (Ctrl+R) in a busy spot such as a capital city. The order to lower things is the same on every PC: Secondary Lighting, Compute Effects, anti-aliasing, then shadows.
Everything above is about making the new engine run well and look its best. If you would rather have the old look back, with standard-definition models, the classic interface and less fog and glow, that is a different set of switches. Our guide to making WoW Forever look like Classic covers SD models, the Classic Edit Mode preset and the ClassicUI Forever addon.
Secondary Lighting, Compute Effects, multisample anti-aliasing and Shadow Quality. Setting them to Good, High, CMAA2 and Good gives back most of the lost frames with little visible change.
No. They are saved to your config. Only the grass commands get overwritten when you move the Ground Clutter slider, so run them again after touching it.
No. It only works because the game sharpens the image below 100%. /console ResampleAlwaysSharpen 1 turns the same sharpening on at full resolution.
Not fully. /console volumeFog 0 no longer switches it off after a beta update. Compute Effects sets the fog quality, and even its lowest value keeps a low-resolution fog.
In side-by-side tests there was no measurable FPS difference between HD and SD models, so pick the look you prefer.
DirectX 12 runs better on most systems. Switch to DirectX 11 only if you get crashes or graphics bugs.
Type /console cameraDistanceMaxZoomFactor 4.0 in chat. Lower values such as 2.6 give a smaller extra zoom.
Getting ready for launch? These guides cover the rest: