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
- Minimum hardware includes an i7-10700K or Ryzen 5 3600, 16 GB RAM, and an RTX 2060 SUPER 8 GB or RX 6600 8 GB.
- Windows 10 or 11, DirectX 12, 70 GB available storage, and an SSD are required.
- No official recommended hardware tier or target resolution and frame rate has been published.
- Start 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.
| Component | Official minimum |
|---|---|
| Operating system | Windows 10 or 11, 64-bit |
| Processor | Intel Core i7-10700K at 3.8 GHz or better, or AMD Ryzen 5 3600 at 3.6 GHz or better |
| Memory | 16 GB RAM |
| Graphics | NVIDIA GeForce RTX 2060 SUPER 8 GB or AMD Radeon RX 6600 8 GB |
| DirectX | Version 12 |
| Storage | 70 GB available space |
| Drive | SSD 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.
| Setting | Starting value | Why |
|---|---|---|
| Hardware Ray Tracing | Off | It showed no measurable visual or performance change in the selected test build and locked every other setting to High or above |
| Global Illumination | Medium | Preserves bounced lighting while saving performance compared with the top setting |
| Shadows | High | Cleans up visible shadow noise without the full Ultra cost |
| View Distance | Ultra | Reduced foliage pop-in with no meaningful measured cost in the test scenes |
| Textures | High | Suitable for the listed 8 GB minimum GPUs and less exposed to the observed Ultra streaming issue |
| Visual Effects | Medium | Saves performance; Ultra is the visual-quality alternative |
| Reflections | High | Adds Lumen reflections and looked effectively identical to Ultra in the tested areas |
| Post Processing | High | Avoids the measured Ultra cost and its added screen effects |
| Environment | High | Keeps dense world detail without the large Ultra tessellation cost |
| Seamless Dungeons Loading | On | Loads 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.
- Choose a resolution and frame-rate target your display can use consistently.
- Apply the balanced profile above and restart the current test area.
- Test a demanding outdoor route and a dungeon entrance for at least a few minutes.
- Change one expensive setting or the upscaling mode, then repeat the same route.
- 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:
- 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.
- Let the first-launch shader compilation finish before judging performance. The tested build still showed occasional shader and traversal hitches afterward.
- Disable Hardware Ray Tracing while its effect remains unclear in your installed build, then retest the same route.
- 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.
- 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.