There is no correct configuration — there is the one you like. But 222 settings is a lot to meet cold, so this page gives you a preset to start from and the three or four things worth changing afterwards.
One clickStart with a preset¶
Open the window with F7, go to the Presets tab, and click one. For most people this is the entire configuration process.
| Your hardware | Start with | Then consider |
|---|---|---|
| Modern dedicated GPU RTX 3060 / RX 6600 or better | Ungodly | Nothing. That is what it is for. If you want a film look on top, try Cinematic. |
| Mid-range, last few years GTX 1660, RX 580, laptop dGPU | Balanced | Push Volumetric Resolution to Full if you have headroom — it is the biggest visual return in this game. |
| Integrated graphics Iris Xe, Vega 8, older APUs | Performance | Then Dynamic Render Scale to 0.85 on the Camera tab before you cut anything else. |
| Genuinely old hardware | Potato | Roughly double the framerate of Ungodly. Flat and plain, but it runs. |
| Handheld Steam Deck, ROG Ally | Performance | Set Physics Rate Ceiling to 90 on the Smoothness tab to claw back CPU, and cap the framerate to the panel. |
| Capturing screenshots or video | Cinematic | Turn Explanations off in the window header so the UI is compact while you tune. |
| You get motion sick | Clean & Clear | Then Smoothness tab → Head Bobbing: ForceOff and Camera Swaying: ForceOff. |
DisplaySet up for your monitor¶
This is the part worth doing by hand, because it is the part that depends on hardware the presets deliberately do not touch.
If you are on 1440p or 4K
UI scaling is already handled — the mod installs the canvas scaler the game never shipped,
and at 4K your interface comes out at roughly x2.000, which is the same
relative size as 1080p rather than the postage stamp vanilla gives you. Check the
UI scale line in the status panel to confirm.
If you still want it larger or smaller, use Master UI Scale on the UI Scaling tab. That is the slider most people actually want. Leave Reference Width and Reference Height at 1920×1080 — those describe the game's own art, not your monitor.
If you are on an ultrawide
Also already handled, but two things are worth setting deliberately:
- Menu Aspect Fit should be
UngodlyFit. This is the fix for the vanilla formula that scales the main menu to 131% at 21:9 and nearly 200% at 32:9. - UI Scaling Mode should stay on
MatchHeight. On an ultrawide that means you see more world at the same HUD size, which is what you bought the monitor for.Balancedwith the Width/Height Match slider near 0 inflates the interface. - On the Vignette tab, turn Force Perfect Circle off. On a 21:9 or 32:9 panel a circular vignette darkens the top and bottom far more than the sides.
If you have a high-refresh display
The jitter fix is on by default and set to MatchRefreshRate, which gives exactly one
movement update per rendered frame. Two things to check on the Smoothness tab:
- Physics Rate Ceiling defaults to 144. If you have a 240 Hz or 360 Hz panel and a CPU that is not enormous, leaving this at 120–144 gets you most of the smoothness for a fraction of the cost.
- Framerate cap — running uncapped is a widely reported cause of
stutter in this game. If you have G-Sync or FreeSync, the
JustBelowRefreshRateoption sits two frames under your panel, which is where variable refresh wants you.
In gameWhat the settings actually buy you¶
Eight captures on the Ungodly preset, all at 1920×1080. They are here because the difference these settings make is not obvious from a list of sliders — and because the effects worth spending framerate on are not the ones with the most impressive names. Click any of them to open the original at full size.
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080
View full size · 1920×1080If you had to pick three settings
| Setting | Tab | Why it is worth the frames |
|---|---|---|
| Volumetric Resolution: Full | Fog & Volumetrics | Bendy’s signature look is projector beams cutting through dust. At Full the shafts have visible structure instead of a soft glow. This is where to spend spare GPU headroom in this game — nothing else returns as much. |
| Tone Mapper: ACES | Colour Grading | Rich contrast, deep blacks, gracefully rolled-off highlights. It makes the game look like it was shot on film rather than rendered. Vanilla exposes no colour grading to players at all, so this is pure addition. |
| Anisotropic Filtering: ForceEnable, level 16 | Quality | Costs a low single-digit percentage of framerate on any GPU made this decade and makes every floorboard and catwalk dramatically crisper at grazing angles — which, in a game built from corridors, is most of what you look at. |
VisibilityIf the game is too dark to navigate¶
A common complaint, and vanilla actively works against you here: the brightness slider is secretly clamped to roughly 0.35–0.65 no matter where you drag it. Three ways out, in the order worth trying.
| Approach | Where | What it does |
|---|---|---|
| Post Exposure, +0.3 to +0.7 | Colour Grading | Brightness in photographic stops, applied after tone mapping. Unlike a crude brightness slider this preserves the tonal relationships in the image, so it lightens the floors without washing them out. Try this first. |
| Override Brightness Limit | Camera | Bypasses the vanilla clamp entirely so the game’s own brightness control does what it says. |
| Eye Adaptation, raise Minimum Exposure | Eye Adaptation | Automatic exposure brightens the image as you walk into darkness. Raising the minimum stops pitch-black rooms staying pitch black — at the cost of some of the tension. |
| Clean & Clear preset | Presets | Does several of the above at once and strips out grain, vignette and depth of field. The blunt instrument, and a perfectly good answer. |
ComfortIf it makes you motion sick¶
Worth its own section because Bendy is unusually bad for this, and because one of the vanilla toggles meant to help is broken.
| Change | Tab | Set to |
|---|---|---|
| Head Bobbing | Smoothness | ForceOff |
| Camera Swaying | Smoothness | ForceOff |
| Motion Blur | Motion Blur | Off, or Shutter Angle down to 90 |
| Depth of Field | Depth of Field | Off, or Aperture to f/16+ |
| Chromatic Aberration | Grain & Lens | Off |
| World Field of View | Camera | 85–95 |
The field of view point is worth expanding: vanilla hardcodes 64°, widening to 68° while sprinting, with no player control anywhere. That is claustrophobic — arguably the point in a horror game, but a well-known nausea trigger. 85–95 is far more comfortable on a monitor.
If you raise it, leave Held Item Field of View near the vanilla 64. Bendy renders your hands and the axe on a separate camera layered on top; keeping that lower stops your weapon looking warped and stretched when you widen the world view.
ExpectationsEffects that will not do anything¶
Three settings can look broken but are behaving correctly. All three have the same cause: they require the camera to be rendering in deferred mode, and if your setup ends up in forward rendering they cannot work.
- Screen Space Reflections — would be transformative in a game full of ink puddles and flooded corridors, and the mod exposes it fully. But it needs deferred rendering, and the tab says so at the top.
- MSAA — hardware anti-aliasing cannot work alongside deferred rendering, which is precisely why the developers shipped post-process anti-aliasing instead. Use TAA on the Anti-Aliasing tab.
- Ambient Occlusion → Ambient Light Only — same cause. Leave it off in forward rendering.
The About tab shows what was actually detected, so you can check rather than guess.