Shadows and occlusion: crop without the change being noticeable

Published on May 03, 2026 | Translated from Spanish

When frame rates drop sharply, the first instinct is often to reduce resolution or enable DLSS. But there is a less invasive and more effective method: adjusting shadows, ambient occlusion, and volumetric lighting. These three elements consume GPU resources considerably, and their visual impact in motion is less than commonly believed.

A video game scene with soft shadows and reduced ambient occlusion, showing a forest or alleyway where lighting changes are almost imperceptible in motion.

How shadows and AO affect graphical load 🎮

Real-time dynamic shadows require depth calculations and filters. Reducing their resolution or using static shadow maps lightens the load. Ambient occlusion (AO) adds shading at contact points; lowering its quality removes fine noise without altering object shapes. Volumetric lighting, such as light rays, can be set to low resolution or disabled in scenes without direct light sources. These changes do not affect geometry or textures.

The sacrifice no one will notice (except your fan) 🌬️

Going from ultra shadows to high is like dusting a lamp: you barely see it, but the system breathes better. Medium ambient occlusion is the perfect excuse for your GPU to stop simulating a deep fryer. And volumetric lighting, unless you're in a horror movie with a flashlight, you can disable it without anyone crying. Your graphics card will thank you by no longer sounding like a hair dryer.