Mortal Shell II System Requirements and Best PC Settings

Check Mortal Shell II PC requirements, a balanced settings profile, the costliest options, and practical fixes for low FPS or stutter.

Quick answer

  • 1Minimum hardware includes an i7-10700K or Ryzen 5 3600, 16 GB RAM, and an RTX 2060 SUPER 8 GB or RX 6600 8 GB.
  • 2Windows 10 or 11, DirectX 12, 70 GB available storage, and an SSD are required.
  • 3No official recommended hardware tier or target resolution and frame rate has been published.
  • 4Start with High settings, keep Environment below Ultra, and tune one option at a time in a demanding scene.

Mortal Shell II Graphics Settings Tested

See direct comparisons of lighting, shadows, textures, reflections, post processing, environment detail, upscaling, and the resulting frame-rate changes.

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Mortal Shell II PC Requirements

Mortal Shell II has one official PC specification: the minimum tier. The Steam listing does not publish recommended hardware, a target resolution, a target frame rate, or the preset represented by the minimum.

ComponentOfficial minimum
Operating systemWindows 10 or 11, 64-bit
ProcessorIntel Core i7-10700K at 3.8 GHz or better, or AMD Ryzen 5 3600 at 3.6 GHz or better
Memory16 GB RAM
GraphicsNVIDIA GeForce RTX 2060 SUPER 8 GB or AMD Radeon RX 6600 8 GB
DirectXVersion 12
Storage70 GB available space
DriveSSD required

Treat the published minimum as the admission ticket, then create performance headroom with targeted settings. Hardware above this floor can still produce different results at 1080p, 1440p, and 4K, so avoid treating an unofficial parts list as a guaranteed recommended tier.

Build a Balanced Settings Profile

Use this launch-build profile as a practical starting point. It preserves the options that showed clear visual value while avoiding several costly Ultra settings.

SettingStarting valueWhy
Hardware Ray TracingOffIt showed no measurable visual or performance change in the selected test build and locked every other setting to High or above
Global IlluminationMediumPreserves bounced lighting while saving performance compared with the top setting
ShadowsHighCleans up visible shadow noise without the full Ultra cost
View DistanceUltraReduced foliage pop-in with no meaningful measured cost in the test scenes
TexturesHighSuitable for the listed 8 GB minimum GPUs and less exposed to the observed Ultra streaming issue
Visual EffectsMediumSaves performance; Ultra is the visual-quality alternative
ReflectionsHighAdds Lumen reflections and looked effectively identical to Ultra in the tested areas
Post ProcessingHighAvoids the measured Ultra cost and its added screen effects
EnvironmentHighKeeps dense world detail without the large Ultra tessellation cost
Seamless Dungeons LoadingOnLoads dungeon areas in the background; disable it only when dungeon-entry stutter is severe

DLSS, FSR, and TSR are available. Start with the upscaler your GPU supports in Quality mode. Move to Balanced when the frame rate remains below your target, then compare fine edges, foliage, and motion before keeping the change.

  1. Choose a resolution and frame-rate target your display can use consistently.
  2. Apply the balanced profile above and restart the current test area.
  3. Test a demanding outdoor route and a dungeon entrance for at least a few minutes.
  4. Change one expensive setting or the upscaling mode, then repeat the same route.
  5. Keep the profile with stable frame pacing and acceptable image clarity, then cap the frame rate if large swings remain.

Settings With the Largest Performance Cost

Environment was the largest measured single setting in the selected test scenes. Moving from Low to High cost about 4 percent, while Ultra produced about an 18 percent hit and could cost more indoors. High is the first setting to use when you want dense scenery without Ultra tessellation overhead.

Global Illumination cost about 13 percent at Medium and 17 percent at Ultra relative to Low in the captured scene. Low removed bounced lighting and Lumen reflections, creating a clear visual loss. Medium is the useful performance choice; Ultra is reasonable only after the frame-rate target is already secure.

Ultra Post Processing cost about 8 percent, while Ultra Shadows and Ultra Reflections each cost about 7 percent compared with Low in their test scenes. High retained most of their visual value. These percentages describe one test route and configuration, so use the ranking as a tuning order rather than a universal benchmark.

The combined optimized profile improved performance by roughly 35 to 46 percent over the Ultra preset in two 1440p DLSS Quality scenes. That result shows the value of reducing several Ultra options together; it does not predict the exact gain on another CPU, GPU, resolution, or patch.

Troubleshoot Low Frame Rate and Stutter

First separate sustained low frame rate from brief hitches. Sustained low performance usually responds to a lower resolution scale, Environment High, Global Illumination Medium, and High rather than Ultra Post Processing. Brief hitches can remain even when average frame rate is high.

Check these items in order:

  1. Confirm that the game is installed on an SSD with at least 70 GB available and that the PC meets the 16 GB RAM and 8 GB GPU floor.
  2. Let the first-launch shader compilation finish before judging performance. The tested build still showed occasional shader and traversal hitches afterward.
  3. Disable Hardware Ray Tracing while its effect remains unclear in your installed build, then retest the same route.
  4. If textures stay blurry or pop in, use High first. The selected test found Ultra more exposed to streaming artifacts and suggested Low when the problem persisted.
  5. For persistent stutter, try updating or rolling back the graphics driver and setting the GPU shader cache to Unlimited. A developer suggested both as possible fixes and stated that neither was guaranteed.

Avoid changing every option at once. A repeatable route reveals whether a change fixed the bottleneck or only moved it to a different scene.

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