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AION 2 Guides — Launch Prep, Classes, Codes and Systems

AION 2 Best Graphics Settings for FPS and Performance

The AION 2 graphics settings worth changing for more FPS on a mid-range PC, what each quality preset costs, and what to leave alone in PvP.

10/6/2026 Global launch Last updated: 10/6/2026 14 min read
AION 2 Best Graphics Settings for FPS and Performance

FAQ

What are the best AION 2 settings for FPS on a mid-range PC?
Drop Global Illumination Quality and Reflection Quality first — those two are the largest GPU cost in the block — then Shadow Quality, then Effect Quality. Keep Texture Quality where your VRAM allows, because it costs memory rather than frame rate. Leave Mass Combat Quality alone in PvP, where removing other characters costs you information, and take those frames from Resolution Scale or the upscaler instead. Every one of those names comes from a playthrough of the global client, not from the Korea and Taiwan build.
Which single AION 2 graphics setting gives the most FPS?
Global Illumination Quality, according to the one source that has ranked them: it calls turning global illumination off the biggest frame-rate gain it found, and the biggest change to the picture, with Lumen reflections next to it. Shadow Quality is the most commonly recommended first step because the sources describe shadows as the first thing to lower when crowded areas dip. Texture Quality is the counter-example — lowering it buys VRAM headroom, not frames.
Does AION 2 have an FPS cap or a frame-rate limiter?
Unconfirmed, and the sources disagree. AION2KINA's accessibility guide lists a 30 / 60 / 120 / uncapped menu. SPACE4GAMES walked the Launch Scale Test menu end to end and found no limiter beyond Vertical Sync, naming the gap and saying he would revise it if the release client added one. Overgear and Skycoach both publish a Frame Rate Limit row. A config guide reports that GameUserSettings.ini holds a frame limit alongside V-Sync. Plan on capping outside the game until you see the row yourself.
How many graphics quality settings does AION 2 have?
Thirteen quality groups, and two unrelated sources agree on that number without referring to each other. A global-client playthrough lists exactly thirteen rows running from Texture Quality down to Anti-Aliasing, and a separate config guide describes thirteen quality groups written into GameUserSettings.ini at values 0 to 4, noting that the last three are AION 2's own. Neither source is NCSOFT, so treat thirteen as well-attested rather than official.
Should I lower graphics settings for PvP and the Abyss?
Lower the ones that cost image quality, not the ones that cost information. Shadow, reflection, post-processing and anti-aliasing are safe to give up because nothing in the fight disappears. Mass Combat Quality is not: it removes character models from the world, which is what makes an enemy you cannot see an enemy you cannot dodge. Player Particle Effect Display is the safer middle — it strips other players' particles while leaving their models standing.
Where does AION 2 store its graphics settings, and can I edit them?
Under your user profile, not in the install folder, which holds no .ini files at all. PCGamingWiki documents %localappdata%\AION2\Saved_Steam\Config\Windows, while a config guide reports the Global Steam client writing a folder called Saved_STEAMLST in the same place, so the safe method is to paste %LOCALAPPDATA%\AION2 into the Run dialog and open whichever Saved folder was written most recently. Inside Config\Windows you will find Engine.ini and GameUserSettings.ini — the second is what the video menu writes to.

If your PC already runs AION 2 but the frame rate will not sit still, the picture is rarely the problem — it is what the GPU is being asked to light, and how many characters are on screen when it is asked. For aion 2 best settings for fps on a machine in the middle of the range, the order that matters is lighting and shadows first, crowd density second, and resolution last. Two things are worth knowing before you touch anything. NCSOFT has published no frame rate for any preset and no benchmark for any hardware — the official sheet names presets and stops — so nothing below is a measured number. And the settings block is bigger than most guides admit: it holds thirteen quality groups, not the five or six that get repeated.

AION 2 best settings for FPS, ranked by where the cost actually sits

Every slider name below comes from a playthrough of the global client — one taken on the Advance Access build days before launch, one walking the Launch Scale Test menu — not from the Korea and Taiwan service. Sources disagree with each other in places, and where they do this page says so rather than picking a winner.

Order Setting What it costs you to turn it down Standing
1 Mass Combat Quality How many characters are drawn at once Named in both walkthroughs. One ranks it the first thing to lower in cities and battles; the other notes the crowd-density setting leans on the CPU
2 Global Illumination Quality Ambient light in shadow, and a flatter look The single largest GPU cost in the block according to the source that ranked them
3 Shadow Quality Cast shadows on the ground Described as the first thing to lower when crowded areas dip; set to Very Low in the retail-client playthrough
4 Reflection Quality Mirror-like floors and water Grouped with global illumination as a top-two cost; rarely useful in combat
5 Effect Quality Skill particles and combat effects Drops frames in groups, but this is where telegraph readability lives
6 View Distance Quality Detail far from your character A CPU cost as well as a GPU one; the one quality row you should not bottom out during faction activity
7 Player Particle Effect Display Other players’ particles, not their bodies Photographed set to you and your party; leaves character models standing
8 Vegetation Quality Grass and foliage density Retail-client playthrough ran Very Low
9 Cloud Quality Sky detail Retail-client playthrough ran Very Low
10 Post-Processing Quality Bloom, vignette, colour fringing Costs frames, hides nothing that matters
11 Model Quality Character and object detail Retail-client playthrough ran Low
12 Shading Quality Surface shading Retail-client playthrough ran Low
13 Texture Quality Texture resolution The one row that costs VRAM rather than frame rate — lower it on 4 GB, leave it on 8 GB
— Anti-Aliasing Edge smoothness The last row to give up, because it is the most visible on a still image

Mass Combat Quality sits at the top for a specific reason. The config documentation for the game describes the crowd-density setting as CPU-bound, on the grounds that a faster graphics card does not make a siege run any smoother. That is the one row here that can help a machine whose processor is the bottleneck rather than its card, and it is also the one with a cost you cannot see on the benchmark — it removes characters. Rows 2 to 4 are the GPU-bound half; if your frame times dip in a crowded field but hold in an empty corridor, those three are where the money is.

The rows that sit above the quality block

Under Graphics > Optimize sit Display Mode, Resolution, Vertical Sync and Refresh Rate, followed by the preset selector and then the thirteen quality groups. Resolution Scale lives with the upscaler, and it is not the same thing as Resolution — running both aggressively gets you a softer image and fewer frames than dropping the output resolution would have bought. Never run two upscalers at once.

Two operating conditions are attached to the upscaler row. Frame Generator only enables while an upscaler is active, and with DLSS it is tied to RTX 40-series hardware and newer; config documentation adds that RTX 20 and 30 cards do not get it at all. On Windows 11 the walkthrough reported it working immediately; on Windows 10 it needed enabling by hand and a restart. NVIDIA Reflex was photographed at Boost during the test. Ultrawide was confirmed working — 3440 x 1440 at 165 Hz in Borderless Window mode.

What each AION 2 quality preset actually claims

The official sheet is much shorter than most preset guides expect, and it is worth reading literally instead of filling in the blanks.

Preset What is actually published about it
Very Low Named by NCSOFT as the setting for FHD on minimum-spec hardware
Low Named by NCSOFT as the setting for FHD on recommended-spec hardware
Medium, High, Ultra and above No published target. The names circulate on community sites; NCSOFT has said nothing about them

Low sits one step above Very Low, and the hardware step between those two rows is enormous — a GTX 1050 Ti with 4 GB against an RTX 2070 with 8 GB. That gap is the clearest sign the sheet describes compatibility rather than a performance ladder. Neither named preset carries a frame-rate promise, which is why the PC system requirements page treats “can my PC run it” as four checkable rows and stops there.

The practical consequence for a machine that already runs the game is simple: start from the preset that holds a steady frame rate in the places you actually play, then raise one row at a time until it stops holding. Every settings page in AION 2 carries a Reset button that restores just that page, which is what makes the method safe to run on a live account.

Two sources agree the block has thirteen rows

This is the most useful cross-check on the page, because the two sources have no apparent reason to have spoken. A playthrough of the global client lists exactly thirteen quality rows, running from Texture Quality at the top to Anti-Aliasing at the bottom. Separately, a config guide describes the video menu writing thirteen quality groups into GameUserSettings.ini at values from 0 to 4, and notes that the last three are AION 2’s own rather than stock Unreal Engine.

Neither is NCSOFT, so thirteen is well-attested rather than official. But two unrelated observations landing on the same number is a reasonable basis for expecting a thirteen-row block, and it tells you the guides listing six or seven rows are not describing the whole menu.

Which of these settings only come from secondary reports

Some names carry one source and no confirmation. Some are reported under different names by different sources, which matters more, because a list of settings you copy from the wrong build will not match the menu in front of you.

Item What one source calls it What another calls it Standing
Standardised other-player appearance Same Appearance for Other Players Identical Player Appearance Two names, possibly one row. Both were observed on the global client, at different times, so the row may have been renamed between Advance Access and launch — or these may be two separate settings
Crowd rendering Mass Combat Quality The same name in both sources The only option named identically by every source that mentions it
Frame-rate limiter 30 / 60 / 120 / uncapped menu (AION2KINA) No limiter beyond Vertical Sync (SPACE4GAMES) Unconfirmed and contradicted. See below
Frame limit stored in the config Reported as saved in GameUserSettings.ini Not present in the retail-client settings list Unresolved. The retail playthrough’s list contains no frame-limit row at all
Accessibility options Colourblind modes, high contrast, reduced motion, UI scaling, subtitle options An Accessibility tab photographed on the test client with colour-blindness correction at adjustable intensity, brightness reduction and scrolling-text speed Seen in a test client, not verified on the global release build

The frame-rate limiter is the one to plan around, and it carries the exact suspicion already recorded on the controller support page. SPACE4GAMES walked the Launch Scale Test settings menu end to end, found no limiter beyond Vertical Sync, flagged the absence by name and said he would revise the section if the release client added one. Against that: AION2KINA lists a 30 / 60 / 120 / uncapped menu, Overgear and Skycoach both publish a Frame Rate Limit row, and a config guide reports the game saving a frame limit into GameUserSettings.ini next to V-Sync. Four sources against one is not a settled question, but the one source that actually opened the menu is the one describing what was in it.

If you need a ceiling, cap outside the game. Your driver’s control panel and GameUserSettings.ini both work, and neither depends on a menu row existing.

Low-spec tradeoffs: what to give up first

The cheap wins are not the ones that cost the most image quality, and on a 4 GB card the order inverts in one specific place. Turning off global illumination and reflections, dropping shadows to Very Low, and hiding other players’ particles take four rows and cost you almost nothing you play around. Texture Quality is the exception: it is the one row where the official minimum names 4 GB and the recommended names 8 GB, so lowering it is the correct move on a 4 GB card and a waste of a row on an 8 GB one.

Save the expensive trades for last. Lowering your output resolution is more visible than any single quality row, and turning Anti-Aliasing off is more visible still — which is why the upscaler exists. If the bottleneck is the processor rather than the card, none of the GPU rows will save you, and Mass Combat Quality at the top of the list is the only row that removes work from the CPU as well.

What to leave alone in PvP

In open-world PvP and the Abyss, readability beats frame rate, and three rows on that list carry a real cost you will not notice on a benchmark. Mass Combat Quality removes character models from the world — that is its function and also its danger, because an enemy you cannot see is an enemy you cannot dodge. Player Particle Effect Display is the safer version of the same trade: it removes other players’ particles and leaves their models standing, so you keep the silhouette you need to read. View Distance Quality should not be bottomed out in faction territory, where a distant player you cannot render is a player you do not see approaching.

Take PvP frames from the lighting rows and from the upscaler, where the cost is image quality rather than information. Shadows, reflections, post-processing and anti-aliasing are all fair game in a fight. Camera Shake is worth turning off if it hurts your read of the fight — that is a comfort setting rather than a performance one. The PvP and faction war guide covers where those fights actually happen, and the Abyss guide covers the instance where reading an enemy at range matters most.

Where AION 2 stores your settings, and how to check them yourself

Under your user profile, not in the install folder — the install directory holds no .ini files at all, because Unreal packs the defaults into archives. What is published and what is reported do not quite agree on the folder name, so do not type a path from memory:

Source Path it gives
PCGamingWiki (documented) %localappdata%\AION2\Saved_Steam\Config\Windows
Config guide (community) %LOCALAPPDATA%\AION2\Saved_STEAMLST\Config\Windows, with Saved_TW for Taiwan and Saved_KR for Korea

The reliable method covers both: press Win + R, paste %LOCALAPPDATA%\AION2, and open whichever Saved folder was written most recently. Inside Config\Windows sit Engine.ini and GameUserSettings.ini — and the second one is the useful one, because it is where the video menu writes what you changed: the thirteen quality groups, V-Sync, and, according to the same guide, a frame limit. If the file is missing, launch the game once and exit normally.

Nothing on this page requires editing a file by hand, and the per-page Reset button means you can experiment on a live account without a backup. Edit GameUserSettings.ini only to read a value you could not see in the menu, and close the game first — Unreal rewrites these files on exit, so changes made while it is running are discarded.

For the rest of the settings picture, the mouse sensitivity page covers the camera movement sliders under Graphics > Camera / Direction, and the beta and open tests page records which observations came from a test client rather than the retail build.

Sources and verification

  • Destructoid, “Best Aion 2 graphics settings for no lag and max FPS”, Arka Sarkar, published September 30, 2026, updated the same day — the thirteen named quality rows and their chosen values, plus Resolution Scale, UI Proportion, Player Particle Effect Display, Volumetric Fog, Ambient Occlusion, Water Reflection Method and Identical Player Appearance, written against the client available on Advance Access
  • SPACE4GAMES, “AION 2 Best Settings: Graphics, FPS, Controls & Keybinds”, Kevin Link, September 28, 2026 — Graphics > Optimize rows, the quality block running from Texture Quality to Anti-Aliasing, Mass Combat Quality, Player Particle Effect Display, Same Appearance for Other Players, NVIDIA Reflex, the Accessibility tab, the Frame Generator conditions on RTX 40-series and the absence of a frame-rate limiter. The author states every name and default value comes from his own screenshots of the Launch Scale Test, which featured the global client
  • Steam store page, AppID 3393110 — the Very Low and Low preset guidance for FHD and the GTX 1050 Ti 4 GB / RTX 2070 8 GB GPU rows, quoted directly by SPACE4GAMES and matching the requirements table published by PCGamingWiki on October 3, 2026
  • aion2timers, “Aion 2 Engine.ini and Best Settings”, read October 6, 2026 — the config folder structure and per-client Saved folder names, Engine.ini and GameUserSettings.ini, thirteen quality groups at values 0 to 4, crowd density leaning on the CPU, global illumination and reflections as the largest GPU cost, RTX 40/50-only frame generation, and the frame limit said to be stored alongside V-Sync
  • PCGamingWiki, “Aion 2”, Steam page last accessed 2026-10-03 — the Windows configuration file location %localappdata%\AION2\Saved_Steam\Config\Windows, DLSS / FSR / TSR and frame generation support, and the full requirements table
  • NVIDIA GeForce newsroom, Game Ready driver post, September 22, 2026 — AION 2 shipping with DLSS 4.5 Super Resolution and Multi Frame Generation on GeForce RTX GPUs
  • AION2KINA accessibility write-up, Overgear and Skycoach settings guides, read October 6, 2026 — the conflicting frame-rate-limiter rows and the accessibility list, all carried forward as unconfirmed rather than merged
  • r/Aion2 “Problem with FPS cap”, approximately October 4, 2026 — search-snippet level only; the thread body was behind a bot check and could not be read, so nothing here rests on it

Evidence level: menu names from two playthroughs of the global client plus two independent config and wiki references; preset guidance from the official Steam sheet. Every slider name on this page comes from one of the four sources above rather than from the Korea and Taiwan build, and the sources that disagree — the frame-rate limiter, the accessibility options, and the two names for the standardised-appearance row — are tabulated rather than merged. The ordering is by where the rendering cost sits and by what the sources recommend, not by measurement: no frame-rate figure, benchmark or per-preset measurement is published on this page, because none has been published by NCSOFT, by Steam, or by any source read on October 6, 2026.

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