08 Using it

Recommended setups

Starting points rather than rules. Pick the row that matches your hardware and your monitor, apply it, then change whatever you disagree with.

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 hardwareStart withThen consider
Modern dedicated GPU
RTX 3060 / RX 6600 or better
UngodlyNothing. 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
BalancedPush 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
PerformanceThen Dynamic Render Scale to 0.85 on the Camera tab before you cut anything else.
Genuinely old hardwarePotatoRoughly double the framerate of Ungodly. Flat and plain, but it runs.
Handheld
Steam Deck, ROG Ally
PerformanceSet Physics Rate Ceiling to 90 on the Smoothness tab to claw back CPU, and cap the framerate to the panel.
Capturing screenshots or videoCinematicTurn Explanations off in the window header so the UI is compact while you tune.
You get motion sickClean & ClearThen 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. Balanced with 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 JustBelowRefreshRate option 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.

In-game capture: The entrance hallView full size · 1920×1080
The entrance hallChapter 1, on the Ungodly preset. A single projector at the far end throws hard shadows the length of the floorboards, and ambient occlusion puts a dark line wherever two planks meet — which is what stops a room built entirely from wood reading as one flat surface.
In-game capture: The Ink MachineView full size · 1920×1080
The Ink MachineThe single best argument for Full volumetric resolution. At Quarter this shaft is a soft glow with slightly shimmering edges; at Full it has visible dust structure and a defined edge. Roughly double the cost of Half, and the most worthwhile GPU spend in this game.
In-game capture: Who's laughing now?View full size · 1920×1080
Who's laughing now?Four independent light sources — two candles, a fluorescent tube and the spill from the plinth — each blooming on its own. Threshold at 0.90 keeps the glow on genuinely bright sources instead of hazing the painted walls between them.
In-game capture: An audio log transcriptView full size · 1920×1080
An audio log transcriptThomas Connor's log over a flooded, debris-strewn room. This panel is also the subject of fix 7 in the Community Patch: in vanilla the transcript can weld itself to the screen permanently and redraw every time you come back within fifteen metres.
In-game capture: Ink on the floorView full size · 1920×1080
Ink on the floorInk pooled across the boards picking up specular highlights from the wall lamp. Anisotropic filtering at 16× is what keeps the floor and the poster sharp at this grazing angle — without it both dissolve into mush a few metres out.
In-game capture: The Music DepartmentView full size · 1920×1080
The Music DepartmentA Searcher pulling itself out of the ink. Note the contact shadows where its hands meet the tiles, and that the hand-painted sign stays legible rather than shimmering — 16× anisotropic filtering plus TAA doing the work together.
In-game capture: The break roomView full size · 1920×1080
The break roomWarm tungsten white balance gives the light its colour, and ACES tone mapping rolls the highlights off the felt gracefully instead of clipping them to flat white. With tone mapping set to None, that lit tabletop blows out completely.
In-game capture: The projector roomView full size · 1920×1080
The projector roomFilm grain at size 1.6 reading as chunky 16mm stock rather than digital sensor noise, and bloom spilling off the projected image without washing out the cutouts standing in front of it. This is the Cinematic preset's natural habitat.

If you had to pick three settings

SettingTabWhy it is worth the frames
Volumetric Resolution: FullFog & VolumetricsBendy’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: ACESColour GradingRich 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 16QualityCosts 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.

ApproachWhereWhat it does
Post Exposure, +0.3 to +0.7Colour GradingBrightness 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 LimitCameraBypasses the vanilla clamp entirely so the game’s own brightness control does what it says.
Eye Adaptation, raise Minimum ExposureEye AdaptationAutomatic 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 presetPresetsDoes 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.

ChangeTabSet to
Head BobbingSmoothnessForceOff
Camera SwayingSmoothnessForceOff
Motion BlurMotion BlurOff, or Shutter Angle down to 90
Depth of FieldDepth of FieldOff, or Aperture to f/16+
Chromatic AberrationGrain & LensOff
World Field of ViewCamera85–95

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.