These are the exact iRacing graphics settings I run on the rig — pulled straight from my rendererDX11Monitor.ini, not from memory. The philosophy: maximum immersion where it matters (shadows, night lighting, trackside life), zero gimmicks that smear the image (no motion blur, no depth of field, no sharpening filters). The hardware carrying it: an NVIDIA RTX 5090 FE and a Ryzen 9 9950X3D pushing three 4K panels.
Display & Triple Screen Setup
| Setting | Value |
|---|---|
| Resolution | 3 × 3840 × 2160 (11.520 × 2.160 total) |
| Mode | Borderless windowed |
| Refresh rate | 240 Hz |
| V-Sync / FPS cap | Off / uncapped |
| Render view per monitor | On (correct projection per screen) |
| Side monitor angle | 60° |
| Viewing distance | 580 mm |
| Bezel protection | 7% |
| UI scale | 150% |
Anti-Aliasing & Image
| Setting | Value |
|---|---|
| Anti-aliasing | MSAA 2x, neutral resolve filter |
| Sharpening | Off |
| Resolution scaling | Off (native) |
| HDR rendering | On (engine), SDR output |
| Auto exposure | On |
At 11.5K of horizontal resolution, 2x MSAA is the sweet spot — enough to calm the fences, cheap enough to keep the frame time honest at 240 Hz.
Shadows & Night Lighting
| Setting | Value |
|---|---|
| Shadow maps | On |
| Dynamic shadow maps | High (cars etc.) |
| Static shadow resolution | 2048 × 2048 (3 maps) |
| Dynamic shadow resolution | 1024 × 1024 |
| Night shadow maps (DNSM) | On — 3 shadow-mapped lights, PCF4P filter |
| Walls cast shadows | On |
| Object self-shadowing | On |
| Headlight quality | High |
| Headlights in mirrors | On |
Night racing is where this sim shines, so the shadow budget goes there. Three shadow-casting lights with soft filtering is the difference between “driving in the dark” and actually being at Daytona at 3 a.m.
World Detail
| Setting | Value |
|---|---|
| Shader quality | Max |
| Car detail | High |
| Car textures | 2048 × 2048 (max) |
| Object detail | High |
| Grandstand detail | High |
| Crowd detail | Medium |
| Pit object detail | Medium |
| Foliage detail | Medium |
| Trees | Two-pass rendering, wind sway on |
| Track surface displacement | On |
| Screen-space reflections | Full resolution |
| Tire marks | On |
| Max cars drawn | 64 (also in mirrors) |
Deliberately Off
SSAO, motion blur, heat haze, depth of field, distortion, sharpening — all off. Not because the GPU couldn’t take it, but because a clean, stable image reads better at speed and cuts better on camera. The onboard footage you see in my videos is exactly this picture.
Latency & Performance
| Setting | Value |
|---|---|
| NVIDIA Reflex | On |
| Max pre-rendered frames | 1 |
| Occlusion culling | On |
| LOD floor | Auto-reduce below 60 FPS (safety net, never triggers in practice) |
| System RAM budget | 32 GB |
| VRAM budget | 16 GB |
Cockpit
Virtual steering wheel and driver hands: hidden — there’s a real wheel about 40 cm in front of the screen, and it changes depending on the car. Four cockpit mirrors at high detail, virtual mirror off. Nothing between me and the track.
Replay Profile
Replays run their own profile, with the detail sliders nudged up where input latency no longer matters — foliage and pit objects climb to high, event detail and sky updates gain a notch over the drive profile. Motion blur stays off even there: crisp frames grade better in post.
Want the raw file? Download my rendererDX11Monitor.ini — drop it into your iRacing folder at your own risk, and expect different results unless you also happen to run triples on a 5090.