Forza Horizon 6 Optimization GuidePC 

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Terronium-12

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Forza Horizon 6 is finally available to those willing to set aside $120 USD for the opportunity to play several days earlier than the rest. Not to mention the added benefits of having the Car Pass and both future Expansions in their back pocket. While that's all well and good, if you're on PC you may be on the tireless search of what settings work best for your hardware, and that's precisely what this guide is for — taking the headache away and giving me one instead.


FH6 is much easier to manage with its new 'Live Preview' of the settings, allowing you to see the changes in real-time. Unfortunately, it isn't available for every setting which has the knock-on effect of making it a bit pointless. Baby steps, I suppose. Something is better than nothing, after all. At least so they say.

So let's get right into it, shall we?

First and foremost, the test rig consists of the following:

  • AMD Ryzen 5 5800X with Performance Boost Overdrive (PBO) active
  • 16GB of DDR4 3600M/Ts @ 1.35v
  • Gigabyte X570 Aorus Ultra
  • XFX Speedster Merc319 Radeon RX 6900 XT Black with an undervolt of 1075mV from the base 1175mV
  • Nvidia GeForce RTX 2080 (Bone stock, no overlock, undervolt, etc)
  • Corsair RM850x
  • Noctua NH-D14
  • Sabrent Rocket 4 Plus 2TB M.2 SSD (Where the game is installed)

Right away then, the settings I'd recommend are as follows:

Car Level of Detail - Extreme or High
Environment Texture Quality - Extreme or Ultra (High is mandatory for GPUs with 8GB)
Environment Geometry Quality - Extreme or Ultra (High is mandatory for GPUs with 8GB)
Car Reflection Quality - Extreme or High
Screen Space Reflections Quality - Off (High, with RT disabled; especially recommended for GPUs with 8-12GB)
Ray Traced Reflections Quality - High
Shadows Quality - Extreme or Ultra
Night Shadows Quality - Extreme or Ultra (Off will net an additional performance gain in the neighborhood of 10%+)
Screen Space GI Quality - Off (Medium or High, with RT disabled; especially recommended for GPUs with 8GB)
Ray Traced GI Quality - Medium (Off if performance is a concern, SSGI is desirable alternative with near comparable visuals)
Shader Quality - High (Extreme if the GPU has enough grunt; this affects draw distance, shading and texture depth)
Deformable Terrain Quality - Extreme
Particle Effects Quality - Ultra
Volumetric Fog Quality - High

Let's address the elephant in the room: Ray Tracing. It comes in two flavors, Reflections and Global Illumination. While there's little to no real performance gain in lower RT Reflections, RT Global Illumination is a bit of a different beast. While 'Medium' is the recommended setting as it's substantially better than the more "basic" Screen Space alternative, it comes with the caveat of RT noise artifacts, especially on foliage.

For that reason alone, especially if you're sensitive to what appears to be RT boil and/or speckling, I'd actually recommend an alternative option of foregoing it entirely and using SSGI on 'High' or 'Ultra', but the choice is of course yours.

Upscaling is a mixed bag in FH6 just as it were in FH5 because the performance gains are minimal at best, however, it can be utilized to edge the performance into a consistent 60 fps experience at the very least. The game comes with DLSS 4.5, FSR 3.1.2 and XeSS 2.0 but unfortunately it only supports Multi-Frame Generation on the Nvidia side with no equivalent on the Intel or AMD side of things.

If your rig has the muscle to do so, DLAA, FSR Native AA and XeSS Native AA are the preferred methods for anti-aliasing over TAA.

UPDATED 5/19: FH6 has a pretty severe memory leak on PC and it's seemingly linked to Environment Texture and Geometry Quality, just as the previous game. Even if you're using more than 16GB of System RAM, I would highly recommend stepping down from 'Extreme' for both settings to 'Ultra' to mitigate the issue until a hotfix. Considering this was never resolved in Horizon 5, I wouldn't exactly hold my breath...

UPDATED 5/30: Optimized settings now account for an RTX 2080 as well and settings have been expanded or better defined to better showcase that. DLSS is a wee bit strange on the 2080 as 'Performance' results in an 11-13% performance loss over 'Balanced' and, as such, cannot be recommended for obvious reasons. Performance is a rock-solid 70+ FPS, with the biggest performance pitfall being Tokyo City.

Night Shadows can, at least theoretically, be turned to 'Ultra' and 'Extreme' while maintaining a comfortable 60-70+ FPS experience, however, as noted above the biggest pitfall with be Tokyo City, and even moreso with this more taxing setting enabled so be cautious.

If using a 1080p monitor, one adjustment to be made is foregoing DLSS Balanced and using native DLAA for better visual clarity. The card's 8GB buffer should never (at least ideally) be overtaxed with these settings as in my quick testing, it hardly broke above 5.5GB of usage.
 
I'm using Nvidia's own recommended settings through their app:
Full screen, 1440p, DLSS on quality, frame generation 2x, NVIDIA Reflex on
Car Level of Detail - Extreme
Environment Texture Quality - Extreme
Environment Geometry Quality - Extreme
Car Reflection Quality - Extreme
Screen Space Reflections Quality - Off
Ray Traced Reflections Quality - High
Shadows Quality - Extreme
Night Shadows Quality - Extreme or Ultra
Screen Space GI Quality - Off
Ray Traced GI Quality - High
Shader Quality - Extreme
Deformable Terrain Quality - Extreme
Particle Effects Quality - Ultra
Volumetric Fog Quality - Extreme

This is on an Intel i5-12600KF, with 32 GB of DDR4 RAM and an RTX 4070 Super GPU. I'm getting between 100-120 fps thanks to frame generation and there is only one area with a noticeable stutter: the road that leads north from Tokyo, it looks that the transition from one area to other triggers that.

Sunday update: I think the recommended settings stress my card a lot, and I don't like the artifacts from frame generation so, in order to get a visual/performance target of 83 fps without frame generation (half of my 165Hz monitor) I scaled down the overall settings to the Ultra+RT preset and that works just fine. If the visual noise of the ray traced GI quality at medium bothers you, especially in wooded areas, just set it on high.

Mid-morning Sunday update: I don't know why, but I started having noticeable frame dips below 60 fps in the aforementioned Ultra+RT AND Extreme non-RT modes (but no noticeable stutters), so I've switched to a pure Ultra non-RT preset and that seems to be steady while still delivering polished visuals. Man, this game will probably put me on notice for a hardware update...
 
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Thanks @Terronium-12 gave me a good start point to go from.

Here are my specs and my settings:
NVIDIA GeForce RTX 3050 6gb
Intel Core i5-13420H (2.10ghz)
32gb DDR5

Resolution: 2560x1080
Car Level of Detail - Ultra
Environment Texture Quality - High
Environment Geometry Quality - High
Car Reflection Quality - Ultra
Screen Space Reflections Quality - High
Ray Traced Reflections Quality - Off
Shadows Quality - High
Night Shadows Quality - High
Screen Space GI Quality - High
Ray Traced GI Quality - Off
Shader Quality - High
Deformable Terrain Quality - High
Particle Effects Quality - Ultra
Volumetric Fog Quality - High

DLSS Mode is balanced
Model preset M forced on in Nvidia App

I get 45-60fps depending on how much is going on on screen, I could easily make adjustments to reach a more stable 60fps but this is a nice balance of quality, detail and performance.
 
Windows laptop:

CPU: Intel Core i7-9750H CPU @2.60GHz (2.59GHz)
GPU: Nvidia GeForce GTX 1650
RAM: 16GB
OS: Windows 11

Driver fully updated, just figuring out how to make it run a stable 60fps
 
Windows laptop:

CPU: Intel Core i7-9750H CPU @2.60GHz (2.59GHz)
GPU: Nvidia GeForce GTX 1650
RAM: 16GB
OS: Windows 11

Driver fully updated, just figuring out how to make it run a stable 60fps
What does the in-game benchmark tell you?
 
What does the in-game benchmark tell you?
Mostly low settings, but I want to make sure it's at a stable 60fps, because I'm getting frustrated with it being 35fps at its worst, and 50fps at its highest.
 
Mostly low settings, but I want to make sure it's at a stable 60fps, because I'm getting frustrated with it being 35fps at its worst, and 50fps at its highest.
Use FSR or XeSS to edge your rig over to 60. I presume your resolution is 1080p? If it can be helped, I wouldn't recommend going below FSR Balanced as upscalers are already funky dealing with a base resolution of 1080p to begin with.
 
Has anyone of you checked their cars in the garage?
Seems like only the main car is displayed in full detail. The other cars are, well... very low poly and low res. Look at all the blockyness and the brake caliper is just a block. :crazy:
Bug or feature?

Edit
This post was supposed to be in the general thread, sorry.

lowres.webp
 
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Has anyone of you checked their cars in the garage?
Seems like only the main car is displayed in full detail. The other cars are, well... very low poly and low res. Look at all the blockyness and the brake caliper is just a block. :crazy:
Bug or feature?

View attachment 1537907
I can confirm that the extra-cars in your garage are of lower quality than your main car and some models are better than others. Maybe they will address this in later updates.

In other late Sunday news, I found some performance with a slight overclock of my GPU (clock and VRAM speed) and it's stable. Now I can run the Ultra+RT preset with RTGI on high at no less than 60 fps in the open world and during events. RT global illumination is by far the most demanding visual setting.
 
Very useful thread @Terronium-12
Benchmark suggested medium but using DLSS I am getting 60fps using High settings.
More tweaking to come.

The headsup about the memory leak in the first post is very helpful also 👍

EDIT - on 2560x1600 I am getting 60fps on ultra settings but with the two Environment settings reduced to high.
 
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You do this for long enough and optimized settings should largely be the same across the board. It is a wee bit concerning that no one has addressed (or perhaps noticed) the memory leak. Either because the amount of System RAM they have almost negates it, or the VRAM budget does.

I do regret not throwing the 2080 into my rig and optimizing further. Hell, I still can so keep an eye out for that update.
 
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