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iRacing Graphic Settings

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

SettingValue
Resolution3 × 3840 × 2160 (11.520 × 2.160 total)
ModeBorderless windowed
Refresh rate240 Hz
V-Sync / FPS capOff / uncapped
Render view per monitorOn (correct projection per screen)
Side monitor angle60°
Viewing distance580 mm
Bezel protection7%
UI scale150%

Anti-Aliasing & Image

SettingValue
Anti-aliasingMSAA 2x, neutral resolve filter
SharpeningOff
Resolution scalingOff (native)
HDR renderingOn (engine), SDR output
Auto exposureOn

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

SettingValue
Shadow mapsOn
Dynamic shadow mapsHigh (cars etc.)
Static shadow resolution2048 × 2048 (3 maps)
Dynamic shadow resolution1024 × 1024
Night shadow maps (DNSM)On — 3 shadow-mapped lights, PCF4P filter
Walls cast shadowsOn
Object self-shadowingOn
Headlight qualityHigh
Headlights in mirrorsOn

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

SettingValue
Shader qualityMax
Car detailHigh
Car textures2048 × 2048 (max)
Object detailHigh
Grandstand detailHigh
Crowd detailMedium
Pit object detailMedium
Foliage detailMedium
TreesTwo-pass rendering, wind sway on
Track surface displacementOn
Screen-space reflectionsFull resolution
Tire marksOn
Max cars drawn64 (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

SettingValue
NVIDIA ReflexOn
Max pre-rendered frames1
Occlusion cullingOn
LOD floorAuto-reduce below 60 FPS (safety net, never triggers in practice)
System RAM budget32 GB
VRAM budget16 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.