Squad: Best GameUserSettings.ini for Long Range Clarity

The primary goal for Squad long-range visibility is Anti-Aliasing Reconstruction. Squad’s engine relies on TAA/TSR, which creates “ghosting” and blur when scanning forests. This configuration focuses on forcing Native Resolution Scaling and using Tonemapper Sharpening to counteract the UE5 “vaseline” effect.

File Path

The GameUserSettings.ini is located in your AppData folder. Ensure you clear your shader cache in the in-game menu after applying these changes:

%LocalAppData%\SquadGame\Saved\Config\WindowsClient\GameUserSettings.ini

Technical Configuration (The 2026 “Long-Range” Template)

Open the file and locate the [ScalabilityGroups] and [/Script/Squad.SquadGameUserSettings] sections. Update these specific keys to sharpen your image:

[/Script/Squad.SquadGameUserSettings]
# Squad Long-Range Clarity - GameEngineer.net
bUseVSync=False
FrameRateLimit=0.000000
ResolutionSizeX=1920
ResolutionSizeY=1080
LastUserConfirmedResolutionSizeX=1920
LastUserConfirmedResolutionSizeY=1080
WindowMode=0                    # 0 = Exclusive Fullscreen (Mandatory for latency)
bUseDynamicResolution=False
ScreenPercentage=100.000000     # Set to 125.0 if your GPU has 12GB+ VRAM

[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=3        # Epic: Crucial for rendering distant player models
sg.AntiAliasingQuality=1        # Low: Using High AA in Squad creates massive blur
sg.ShadowQuality=1              # Low: High shadows help enemies hide in dark corners
sg.PostProcessQuality=1         # Low: Removes cinematic blur/fringing
sg.TextureQuality=3             # High/Epic: Keeps enemy uniforms distinct
sg.EffectsQuality=1
sg.FoliageQuality=1             # Low: Essential for seeing through thin brush
sg.ShadingQuality=1

Parameter Breakdown:

  • sg.ViewDistanceQuality=3: In Squad, player models are tied to view distance. Setting this to Epic ensures that an enemy won’t “disappear” behind a rock that hasn’t rendered yet at 500m.
  • sg.AntiAliasingQuality=1: High settings use 16 samples, which averages the pixels and blurs the edges of enemies. Low (4 samples) keeps the edges “jittery” but much sharper, making movement easier to spot.
  • ScreenPercentage=100.000000: Never go below 100. If you have an RTX 50-series or high-end 40-series, setting this to 125 provides “Super-Sampling,” which is the single best way to achieve long-range clarity.
  • sg.ShadowQuality=1: High-resolution shadows make it easier for players to blend into the environment. Keeping shadows on Low/Medium flattens the lighting, making player silhouettes “pop” against the terrain.

Strategy for 2026 Visibility

  • The “TSR” vs “DLAA” Choice: In the 2026 build, if you have an NVIDIA card, use DLAA (Native) with a sharpening slider set to 0.35. If you use AMD, FSR 4 Native AA is the preferred choice. Avoid “Performance” or “Balanced” upscaling as they destroy long-range pixel integrity.
  • Field of View (FOV) at 90: While 120 FOV looks cinematic, it “shrinks” distant targets. For competitive long-range spotting, 90 FOV provides the largest possible image of an enemy in your center-screen.
  • Uncapped Texture Pool: Ensure “Uncapped Texture PoolSize” is Checked in-game (or bUncappedTexturePool=True in the .ini). This prevents the “blobby texture” bug on maps like Yehorivka.
  • ToneMapper Sharpening: In the Engine.ini (same folder), you can add r.Tonemapper.Sharpen=1.0 under [SystemSettings]. This provides a final pass of clarity that helps distinguish a helmet from a rock.

Key Performance Parameters

ParameterRecommended ValueImpact on Spotting
AA Samples4 (Low)Reduces the “vaseline” blur effect.
View DistanceEpicEnsures assets render before you see the enemy.
Contact ShadowsOffMakes enemies in grass easier to distinguish.
Color GradeCinematic/VibrantHigh contrast helps spot movement in shadows.

Frequently Asked Questions (FAQ)

Why do I see “ghosting” behind moving vehicles?

This is a side-effect of Temporal Anti-Aliasing (TAA). To fix this, reduce your sg.AntiAliasingQuality to 1 or 0. If it’s too jagged, use DLAA if available.

Does “Low Foliage” give an advantage?

In 2026, Squad uses a “Minimum Foliage” floor to prevent cheating. However, setting it to Low still removes non-essential ground clutter (small rocks/flowers) that can distract your eye from a crawling enemy.

What is the best resolution for Squad?

1440p is considered the “Sweet Spot” for Squad. At 1080p, there simply aren’t enough pixels to render an enemy head clearly at 300m. If you are on 1080p, use 1.25x Super-Sampling (Screen Percentage) to compensate.

My scope is blurry!

Check your Scope Clarity setting in the in-game menu. Set it to 100%. Also, ensure Prioritize Scope Clarity is enabled in the .ini, as UE5 sometimes downscales the picture-in-picture (PiP) scope to save FPS.

Conclusion and Expected Results

By forcing Exclusive Fullscreen, lowering AA Samples, and maxing View Distance in your GameUserSettings.ini, you are optimizing for target acquisition rather than cinematic beauty. You can expect sharper silhouettes at 300m+, less ghosting during fast pans, and the removal of unnecessary visual noise from the 2026 UE5 environment.

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