Everything you can change is in Longshot’s in-game menu: graphics, sound, gameplay and controls. Pick a starting point
below, then look up any single setting in the list at the bottom.
Open the menu
Open or close the menu
Move around it
Keyboard
F1, Insert or Esc
Q and E (or Tab and Shift+Tab) switch tabs, the arrow keys choose and change, Esc goes back
Controller
Home, or Select and Start together (or click the touchpad on a DualShock 4 or DualSense)
LB and RB switch tabs, the D-pad chooses and changes, A opens a page, B goes back
Mouse
Click a tab or a row, click the left or right half of a value to lower or raise it, right-click to go back
F1 always works. Controls → Menu shortcut can take Esc or Insert off the list, for
example to leave Insert to another overlay.
Your choices are saved as you go, in longshot_options.ini in the game folder. A setting marked After a restart
applies the next time the game starts: when you close the menu it asks whether to restart. Later keeps the change
for next time; Restart now starts the game again, and you lose any progress since your last save.
Good starting points
A first start uses the Auto (this PC) quality preset. It picks settings from your graphics card, its video memory
and your screen, then adjusts the render resolution during the first minute of play. If you change nothing, that is
what you get.
Your PC
Quality preset
Upscaler and render resolution
Frame rate cap
Frame generation
Steam Deck, handheld, integrated GPU or a 4 to 6 GB card
Auto (this PC) picks Minimum (4GB); Low (6GB) on a 6 GB card
Game’s own, as the preset sets it, or AMD FSR 3.1 at Performance
60
Off
Most PCs (8 GB card)
Auto (this PC)
What Auto chooses: NVIDIA DLSS on an RTX card, AMD FSR 4 on an RX 9000 where the build has it, otherwise the game’s own
60
Off
A fast PC with a high-refresh monitor
High (12GB) or Ultra (16GB+)
DLSS or FSR 4 at Quality, or Native (DLAA or FSR 4 Native AA) for the sharpest picture
60
2x or Auto, up to your monitor’s refresh rate
Keep the frame rate cap at 60. Caps from 90 to 240 and Uncapped are experimental: some bosses and cutscenes
still count frames and can misbehave. For smoother motion, use frame generation instead.
Frame generation adds frames between the game’s own. Motion is smoother, but the game itself doesn’t run any
faster and input delay goes up a little. Auto matches your display’s refresh rate. On an NVIDIA RTX 40 card or
newer, with DLSS, DLAA or FSR as the upscaler, NVIDIA DLSS Frame Generation makes the frames; otherwise Longshot’s
built-in frame generation does. NVIDIA Reflex and AMD Anti-Lag 2 cut the added delay; they only appear on
cards that support them.
DLSS and DLAA look softer than the game’s own upscaler: set Sharpness to around 80% with them.
Ultrawide and 4:3: leave Aspect ratio on your monitor’s shape (the default). The 3D fills the screen while the
HUD and movies stay in the middle.
HDR: turn on HDR (Expanded or Native), then set HDR peak brightness to your monitor’s.
Every setting
The menu’s own descriptions, with the choices and defaults from the menu reference. Labels on
a setting say when it applies: After a restart, only on some GPUs or builds, only while HDR is on, or set for you by a
quality preset.
58 settings.
No settings match. Try another term or clear the filters.
The picture's shape: your monitor's own (the default: wider on an ultrawide, narrower on 4:3 or 16:10), the game's 16:9, or another your screen has. The Output resolution lists that shape's sizes.
Choices and requirements
The shapes your screen’s resolutions have, narrowest first (5:4, 4:3, 16:10, 16:9, 21:9, 32:9, …), your monitor’s own marked “(monitor’s)” (after a restart)
The game's whole frame, HUD included, before it is scaled to the window. Docked only.
Choices and requirements
The Aspect ratio’s sizes: your screen’s resolutions and the common ones (1440p, 4K, 5K at 16:9; 1920x1200, 2560x1600 at 16:10; 3440x1440 at 21:9; …), and 2048x1152 (the game’s own) at 16:9; your screen’s own size is marked “(native)” (after a restart)
Default 2048x1152; Auto (this PC) sets your screen’s size where the card has the memory for it
Game’s own, NVIDIA DLSS (only in builds with NVIDIA’s DLSS SDK, below, on NVIDIA RTX GPUs), AMD FSR 3.1 (every build, on GPUs it runs on, below), AMD FSR 4 (only in builds with FSR 4, below, on GPUs AMD’s files cover), Off (no upscaling). NVIDIA DLAA and AMD FSR 4 Native AA are DLSS’s and FSR 4’s Native, chosen on the Render resolution row
Default Game’s own; Auto (this PC) chooses DLSS or FSR 4 where they run
The share of the output the 3D is drawn at; the Upscaler fills in the rest.
Choices and requirements
Auto (the game’s own dynamic resolution), 100%, 75%, 67%, 50% (each with its size). With DLSS or FSR 4: Auto, Native (DLAA or FSR 4 Native AA: the 3D at full size), 92%, 83%, 75%, Quality (67%), Balanced (58%), Performance (50%), Ultra Performance (33%). With FSR 3.1: Auto, 100% (its native AA), then the same as DLSS from 92%. With Off: Auto, 100%, 75%, 67%, 50%, 33%
Who makes the frames at 2x and up. NVIDIA DLSS Frame Generation needs a temporal Upscaler (DLSS, DLAA or FSR) for the scene's depth and motion. Changes at once.
Choices and requirements
Auto (NVIDIA DLSS Frame Generation where it runs: RTX 40 and newer, with a temporal Upscaler; else the built-in one; with frame generation on, the row shows who makes the frames, as Auto: DLSS FG, and why not DLSS FG when another does), Built-in FG. Changes at once
Limits frames rendered by the game. Generated frames are additional. Changes at once. Past 60 is experimental: the game keeps real time, but some cutscenes and bosses can misbehave (Gohma, the intro's narration). 60 is the safe choice. Uncapped: as fast as the PC can, still at real time; with V-Sync on, the display's refresh rate is the limit.
Choices 60 (the console’s), 90, 120, 144, 165, 240, Uncapped (changes at once)
With the Aspect ratio at the monitor's shape: the pause, item and map menus, and what shows beside them. Loading screens and pre-rendered movies, which draw no world either, get the same sides. Changes at once.
Choices Full width; Centred, blurred sides; Centred, black bars (with the Aspect ratio at the monitor’s shape)
HDR10 out on an HDR display (Windows: Use HDR on in the display settings). Expanded: the game's SDR picture, its white at the paper white and its highlights up to the peak. Native: the game's own HDR, told the display's peak and paper white.
The HDR picture's contrast around mid grey, as the RenoDX HDR mods grade it: above 100% deeper shadows and brighter highlights, which ease into the peak brightness; below it flatter. With Native the game's own HDR picture is graded too, under the peak brightness the game is told.
Choices 50% to 200% around mid grey, in steps of 5 (while HDR is on)
With Native, how the game's scene meets the peak brightness. Vanilla: the game's own curve. PsychoV35: RenoDX's tone mapper, the same mid grey with highlights that roll off into the peak and keep their colour.
Choices and requirements
Vanilla (the game’s curve), PsychoV35 (RenoDX’s: DLSS, FSR and TAAU do not take its scene yet, so the game’s own upscale runs) (shown only with HDR set to Native)
Keeps textures sharp on surfaces seen at a slant, such as the ground ahead: higher is sharper in the distance, for a little GPU time. Game's is the console's own (1x or 2x).
How much video memory the game's textures may use, and its copies of game memory with them. Lower it if the game stutters after a while of play; a preset sets it.
Choices Auto, 3.6, 4.8, 6, 7.5, 9, 11 GB (2.2 GB only from the Minimum (4GB) preset); a quality preset sets it
How much of the world you see: 100% is the original view. Higher is wider, lower is closer. Changes apply at once during gameplay. Cutscenes keep their own view.
Choices 50% to 150%, in steps of 5; applies immediately during gameplay
Auto (the game’s language), or English, Português (Brasil), Español (Latinoamérica), Español (España), Français, Deutsch, Italiano, Nederlands, Polski, Русский, 日本語, 한국어, 简体中文, 繁體中文
Saves what an issue needs in a new folder, bug-reports in the game folder: report.txt with the issue form's answers (this version, where you are, your graphics card and driver, CPU, RAM and system, the options and switches you changed), the logs of this run and the last one, and a picture of the game. Your user name and home folder are taken out of them. No saves or game files go in, and nothing is sent.
Choices Saves a report into a new folder in bug-reports (below)
Stops the camera gradually turning toward the direction you move, useful with native mouse look. Off keeps the game's standard behavior. Manual camera controls and recentering still work.
How far the camera turns for a mouse movement, with either Mouse camera: at 1.00 native look turns 0.1 degree a count. The - and = keys change it in game too.
How fast the right stick turns the camera, in percent of the game's own speed; the camera keys too, and the mouse with Mouse camera As the stick. The game's own camera speed setting still applies.
How far a stick moves from center in any direction before the game sees it. Lower for a precise stick, higher for one that drifts. The game's own dead zone still follows.
The button icons the game shows, in its texts and menus: those of this controller, for the buttons your controls put each action on.
Choices and requirements
Auto, Switch, Xbox, PlayStation 4, PlayStation 5, Steam Deck, Keyboard (on the Controls page; changes at once where the game allows it, else after a restart)
Motion controls: aiming with the controller's gyroscope, its sensitivity and its inverts.
Choices and requirements
Opens the Motion page: Motion controls (Off, On; On), Motion sensitivity X (10% to 600%) and Y (10% to 300%, in steps of 10; 100%), Invert motion X and Y (Off, On; Off), Motion deadzone (Low, Standard, High; Standard)
Which keys open and close this menu. F1 always does; F1 only leaves Insert free for an overlay. With Esc, Esc opens it too, as a PC game's pause menu (open, Esc still goes back a page or closes it).
Which key switches between the full menu and the compact bar (or opens directly to the compact bar when held with the menu shortcut).
Choices Right Shift, Right Ctrl
Default Right Shift
Change one thing at a time
When something looks or runs wrong, change a single setting and compare the same place in the game. To report a
performance problem, follow the performance steps; for bindings and controller
layouts, see the controls reference.