Tomb Raider (2013) — Best Settings for PC
The Tomb Raider (2013) settings that buy stability, and the ones that cause crashes for no visible gain.
Last updated 2026-09-25 · evergreen reference
Most crashes blamed on hardware are actually a settings load the GPU cannot carry. Below are Tomb Raider (2013) settings grouped by VRAM tier, plus the options that cost frames or stability without a visible return — those are the ones to turn off first when something goes wrong.
Recommended settings by VRAM
Find your tier, apply it, then tune upward.
Tomb Raider (2013) — settings by VRAM tier
| Tier | Recommended settings |
|---|---|
| Low VRAM | 2 GB VRAM: TressFX off, ambient occlusion Normal (not Ultra), FXAA, shadows Normal, high precision off, textures High, 1080p. |
| Mid VRAM | 4–8 GB VRAM: TressFX on if you want it, ambient occlusion Normal, FXAA, shadows High, textures Ultra, anisotropic filtering 16x, 1080p or 1440p. |
| High VRAM | 8 GB+ VRAM: TressFX on, ambient occlusion Normal or Ultra on AMD, FXAA or SSAA at 1440p–4K, shadows Ultra, textures Ultra. |
What is not worth the cost
Turn these off before you lower anything you enjoy.
Poor value settings
Ultra ambient occlusion (HDAO) on NVIDIA hardware and SSAA at any level — both cost far more than they visibly return.
How to tune from here
A method, not a preset.
Start below your target
Apply the tier that matches your VRAM, confirm Tomb Raider (2013) is stable for a full session, then raise one setting at a time. Going straight to maximum is how you end up unable to reach the menu.
Restart between changes
Several engines do not fully apply display and advanced options until the process is relaunched. Judging a change without restarting leads people to discard fixes that actually worked.
VRAM headroom is the real target
Leave roughly 500 MB to 1 GB below your card’s capacity. Running right at the limit produces texture pop-in, hitching and eventually driver resets — all of which look like unrelated bugs.
Which settings are expensive and which are not
A general rule that holds across engines.
Cheap: textures and anisotropic filtering
If your VRAM can hold them, texture quality and anisotropic filtering cost very little frame rate in Tomb Raider (2013) and noticeably sharpen the image. They are the settings to spend your budget on, not the ones to cut first.
Expensive: volumetrics, reflections and shadows
Volumetric fog and clouds, screen space reflections and shadow resolution are consistently the heaviest options in modern engines. One step down on these usually buys more frames than dropping the entire preset, with far less visual cost.
Deceptive: frame generation and upscaling
Both reduce the render load, but frame generation adds 1.0–1.5 GB of VRAM overhead and hurts 1% lows on 8 GB cards. Upscaling at 1080p often looks soft for little gain — it earns its keep at 1440p and above.
Watch the CPU-bound cases
Crowd density, draw distance and physics settings are CPU costs in Tomb Raider (2013), not GPU costs. If your GPU is below 90% utilisation while frame times spike, no graphics setting will help — that is a CPU or streaming limit instead.
Related pages
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