WARDOGSFIELD GUIDESaved

Settings

Mouse Acceleration

Mouse acceleration is a feature that makes your cursor move based on speed rather than the physical distance you move your mouse. Setting this to 0 disables mouse acceleration.

ADS

Whether the input for the 'ADS' action must be held or toggled on/off.

Lean

Whether the input for the 'Lean' action must be held or toggled on/off.

Crouch

Whether the input for the 'Crouch' action must be held or toggled on/off.

Gamepad ADS

Whether the gamepad input for the 'ADS' action must be held or toggled on/off.

Gamepad Lean

Whether the gamepad input for the 'Lean' action must be held or toggled on/off.

Gamepad Crouch

Whether the gamepad input for the 'Crouch' action must be held or toggled on/off.

Gamepad Steady Aim

Whether the gamepad input for the 'Steady Aim' action must be held or toggled on/off.

Hold

Interact

Whether the input for the 'Interact' action must be held or toggled on/off. NOT YET IMPLEMENTED.

Prone

Whether the input for the 'Prone' action must be held or toggled on/off.

Slide

Whether the input for the 'Slide' action must be held or toggled on/off. NOT YET IMPLEMENTED.

Slow Walk

Whether the input for the 'Slow Walk' action must be held or toggled on/off.

Sprint

Whether the input for the 'Sprint' action must be held or toggled on/off. NOT YET IMPLEMENTED.

Steady Aim

Whether the input for the 'Steady Aim' action must be held or toggled on/off.

Toggle

Swap C4 Throw / Detonate Actions

When enabled, swaps 'Detonate' and 'Throw' actions when using C4, so your primary input throws and your secondary input detonates.

Tip

The button used to tip a player. NOT YET IMPLEMENTED.

Adaptive Crosshair

When enabled the crosshair will move on the screen to visualize potential disruptions to your weapons hip fire.

Affected

Independent

Anonymous Mode

If enabled, every player on the server sees you by a hidden name instead of your real name, and you see it too. Your clan tag is hidden while this is on.

Anti-Aliasing

Anti-Aliasing reduces jaggy artifacts along geometry edges. Increasing this setting will make edges look smoother, but can reduce performance. Higher settings mean more anti-aliasing.

Bipod Deployment

Changes how you deploy onto the bipod. Automatic: Bipod deployment is automatically triggered when possible. Manual: Bipod deployment must manually be triggered by using the bipod deployment input.

  • Automatic
  • Manual

Quick Drag

The button used to skip the interaction menu and quickly start dragging a body.

Brightness

Adjust the brightness level until the Wardogs logo on the left is barely visible.

Dismantle

The button used to dismantle buildables.

Rotate Buildable

The button used to rotate the current buildable placement ghost.

Toggle Snapping

The button used to toggle position snapping when placing a buildable.

Chat

The button used to open chat.

Team Chat

The button used to open team chat.

Clan Tag

The name of your clan, added to the front of your player name.

  • None

Communication Status

Status of the voice and text chat connection. Text chat uses this connection too, so it stays active with Voice Chat off.

  • Connected
  • Connecting
  • Failed
  • Retrying

Crouch

The button used to crouch.

Crouch Prone

The button used to toggle between crouch and prone. Mainly for gamepad use.

Cycle Items

Cyclic

Disable Chatbox

If enabled, you will no longer be able to open or view the chat box.

Display Adapter

The graphics adapter to use when rendering the game. NOT YET IMPLEMENTED.

Display Mode

In Windowed mode you can interact with other windows more easily, and drag the edges of the window to set the size. In Windowed Fullscreen mode you can easily switch between applications. In Fullscreen mode you cannot interact with other windows as easily, but the game will run slightly faster.

Display Monitor

The monitor to use as the main display for the game. NOT YET IMPLEMENTED.

Dynamic Resolution

Dynamic Resolution adjusts the primary screen percentage according to the previous frames' GPU workload. The resolution adjusts (as needed) based on a heuristic, for example, when there are too many objects on the screen, or if there is an expensive effect that suddenly enters the frame. The GPU rendering time will increase, and the resolution of the screen will be lowered to maintain the targeted frame rate.

Effects

Enable Free Cursor

Enables the gamepad free cursor

Environment

Field Of View (FOV)

The extent of the observable world that is seen on the display at any given moment, measured as an angle.

Aim Down Sight (FOV)

Changes how your Field of View setting affects your Aim Down Sights Field of View. Affected: Aim Down Sights Field of View is based on user's Field of View setting at low magnification levels (below 3.25x). Independent: Aim Down Sights Field of View is always based on a base Field of View constant.

Weapon View Model Scale

Adjusts the size of your held weapon on the screen. Increasing this value makes the weapon appear smaller, increasing your visibility of the environment.

First Person FOV – Vehicles

The extent of the observable world that is seen on the display at any given moment while inside a vehicle using first person, measured as an angle.

Third Person FOV – Vehicles

The extent of the observable world that is seen on the display at any given moment while inside a vehicle using third person, measured as an angle.

First Person Free Cam Sensitivity

The sensitivity of the first person free camera in a vehicle

Focus / Hold Breath

The button used to focus / hold breath whilst aiming down sights.

Foliage

Foliage quality determines the quality and number of trees, bushes and other foliage rendered at one time. Increasing this setting will increase the quality and number of foliage, but can reduce performance.

Legacy

Relative

Sensitivity Scaling Mode

Legacy: When Aiming Down Sights, your rotation speed is reduced based on your new field of view. Relative: Like Legacy, but your rotation speed is adjusted to travel a specific monitor distance with the same mouse movement, no matter your zoom level. This distance can be adjusted with the Monitor Distance Coefficient setting.

Sensitivity Scaling Transition Type

While Transitioning - Aiming sens scaling will always be fully applied if you are currently in the ads transition. Ads Transition - Aiming sens scaling will be applied relative to your ads transition. This will feel most natural. Transition Finished - Aiming sens scaling will only be applied when the ads transition has completely finished and you are ads. Instant - Aiming sens scaling will be fully applied when you are attempting to ads, so from the moment you hold / toggle ads.

Ads Transition

Transition Finished

Instant

While Transitioning

Frame Limit

Frame rate limit sets the highest frame rate that is allowed. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable VSync to reach high frame rates.

Free Cursor Sensitivity

The sensitivity level for the gamepad free cursor

Fullscreen

Windowed

Windowed Fullscreen

Infantry Axis Config

Heli Axis Config

Ground Vehicle Axis Config

Infantry Button Config

Heli Button Config

Ground Vehicle Button Config

Look Thumbstick Deadzones

Move Thumbstick Deadzones

Trigger Deadzones

Set the distance the thumbstick must move from the center position on the X and Y axes before any input is registered. Note: Setting an axial deadzone value higher than the center deadzone will override the effects of the center deadzone.

Set the distance the thumbstick must move from the center before input is registered. Note: Lower values increase responsiveness, while higher values reduce stick drift.

Left Trigger Max

Left Trigger Min

Look Stick Axial

Look Stick Centre

Look Stick Max Input

Set how far the thumbstick must be from the edge to register maximum input.

Move Stick Axial

Move Stick Centre

Move Stick Max Input

Choose from a variety of preset deadzone values or create a fully custom setting.

Right Trigger Max

Right Trigger Min

Set the maximum input required for the trigger press to be recognized as fully pressed.

Adjust the minimum input needed for the trigger press to register an action.

Invert Y Axis - Missile

Whether to invert the up/down directions when controlling a missile.

Gamepad Invert Y Axis - Infantry

Whether to invert the up/down directions when playing as infantry on gamepad.

Gamepad Invert Y Axis - Air Vehicle

Whether to invert the up/down directions when piloting an air vehicle on gamepad.

Gamepad Invert Y Axis - Ground Vehicle

Whether to invert the up/down directions when driving a ground vehicle on gamepad

Look Acceleration

Whether gamepad look movements apply an acceleration if the input is held long enough.

Look Acceleration Curve

How gamepad look acceleration ramps up while a direction is held.

Look Acceleration Threshold

How far the stick must be pushed before look acceleration starts to build.

Look Acceleration Multiplier

The peak sensitivity multiplier look acceleration ramps up to while holding a direction.

Look Acceleration Pitch Weight

How much look acceleration applies to vertical (pitch) aiming relative to horizontal.

Gamepad ADS Multiplier

Multiplies the sensitivity while using aiming down sights while using a gamepad.

Gamepad Aim Assist Multiplier

Multiplier applied to the Aim Assist strength, set to 0 to disable Aim Assist

Gamepad Vertical Axis Multiplier

Gamepad Air Vehicle Multiplier

Multiplies the sensitivity of air vehicles on gamepad.

Gamepad Ground Vehicle Multiplier

Multiplies the sensitivity of ground vehicles on gamepad.

Gamepad Response Curve

The response curve used to determine the behaviour of the gamepad axis

Gamepad Horizontal Sensitivity

The horizontal speed at which the camera moves around when controlled by the player while using a gamepad.

Gamepad Vertical Sensitivity

The vertical speed at which the camera moves around when controlled by the player while using a gamepad.

Geometry

Give Up

The button used to give up while incapacitated.

Global Illumination

Global Illumination controls the quality of dynamically calculated indirect lighting bounces, sky shadowing and Ambient Occlusion. Settings of 'High' and above use more accurate ray tracing methods to solve lighting, but can reduce performance.

Left

Right (Look)

Left (Move)

Right

Show Identity Icon

Show your identity icon next to your name on the scoreboard.

Input Device

The audio device used for audio input.

The button used to inspect your tactical watch.

Interact

The button used to interact.

Slot

The button(s) used to change to a specific inventory slot

Next Slot

The button used to change to the next equipped weapon (forwards).

Next Item

The button used to change to the next equipped item

Next Weapon

The button used to change to the next equipped weapon

Previous Slot

The button used to change to the next equipped weapon (backwards).

Holster Item

The button used to holster your currently held item. Tip: You move slightly faster with no item equipped!

Quick Slot 0

Quick Slot 1

Quick Slot 2

Quick Slot 3

Quick Slot 4

Quick Slot 5

Quick Slot 6

Quick Slot 7

Quick Slot 8

Quick Slot 9

Inventory

The button used to toggle the inventory

Invert Y Axis - Infantry

Whether to invert the up/down directions when playing as infantry.

Invert Y Axis - Air Vehicle

Whether to invert the up/down directions when piloting an air vehicle.

Invert Y Axis - Ground Vehicle

Whether to invert the up/down directions when driving a ground vehicle.

Inspect

The button used to inspect the equipped item.

Primary Use

The button used to activate the item's primary use.

Secondary Use

The button used to activate the item's secondary use.

Cycle Lock

Assign the flight-stick button that cycles the weapon lock state. Enable HOTAS, press Assign, then press the button.

Deploy Supply Crate

Assign the flight-stick button that deploys a supply crate. Enable HOTAS, press Assign, then press the button.

Fire

Assign the flight-stick button that fires the vehicle weapon. Enable HOTAS, press Assign, then press the button.

Flares / Countermeasures

Assign the flight-stick button that deploys flares. Enable HOTAS, press Assign, then press the button.

Free Look

Assign the flight-stick button for free look: hold it to look around, double-press to toggle it on and off. Enable HOTAS, press Assign, then press the button.

Garage / Vendor

Assign the flight-stick button that opens the garage vendor. Enable HOTAS, press Assign, then press the button.

Horn

Assign the flight-stick button for the horn. Enable HOTAS, press Assign, then press the button.

Ping

Assign the flight-stick button that pings the location you are aiming at. Enable HOTAS, press Assign, then press the button.

Reload

Assign the flight-stick button that reloads. Enable HOTAS, press Assign, then press the button.

Tactical Map

Assign the flight-stick button that opens and closes the tactical map. Enable HOTAS, press Assign, then press the button.

Toggle 1st / 3rd Person

Assign the flight-stick button that toggles the camera between first and third person. Enable HOTAS, press Assign, then press the button.

Voice Channel Wheel

Assign the flight-stick button for the voice channel wheel: hold to open, select squad or local, release to confirm. Toggle Talk then uses the selected channel. Enable HOTAS, press Assign, then press the button.

Toggle Talk

Assign the flight-stick button that toggles your voice chat mic on and off, on your selected channel (squad or local). Enable HOTAS, press Assign, then press the button.

Collective Deadzone

Ignores small stick movement near centre on the collective axis, so a resting lever stays neutral. 0 = off; higher widens the dead zone.

Pitch Deadzone

Ignores small stick movement near centre on the pitch axis, so a resting stick stays neutral and the helicopter holds attitude. 0 = off; higher widens the dead zone.

Roll Deadzone

Ignores small stick movement near centre on the roll axis, so a resting stick stays neutral and the helicopter holds heading. 0 = off; higher widens the dead zone.

Yaw Deadzone

Ignores small stick movement near centre on the yaw axis, so a resting stick stays neutral and the helicopter holds heading. 0 = off; higher widens the dead zone.

Collective Down

Bind a button or hat to lower the collective. Or wiggle a stick axis to drive the collective with that axis (both directions).

Collective Up

Bind a button or hat to raise the collective. Or wiggle a stick axis to drive the collective with that axis (both directions).

Invert Collective

Invert the flight-stick collective/throttle axis (climb/descend).

Pitch Down

Bind a button or hat to pitch down (nose down). Or wiggle a stick axis to drive pitch with that axis (both directions).

Pitch Up

Bind a button or hat to pitch up (nose up). Or wiggle a stick axis to drive pitch with that axis (both directions).

Invert Pitch

Invert the flight-stick pitch axis (cyclic forward/back).

Roll Left

Bind a button or hat to roll left. Or wiggle a stick axis to drive roll with that axis (both directions).

Roll Right

Bind a button or hat to roll right. Or wiggle a stick axis to drive roll with that axis (both directions).

Invert Roll

Invert the flight-stick roll axis (cyclic left/right).

Yaw Left

Bind a button or hat to yaw left. Or wiggle a stick axis to drive yaw with that axis (both directions).

Yaw Right

Bind a button or hat to yaw right. Or wiggle a stick axis to drive yaw with that axis (both directions).

Invert Yaw

Invert the flight-stick yaw axis (pedals / tail rotor).

Collective Sensitivity

Scales how strongly the collective responds. 1.0 = unchanged; lower is gentler, higher is sharper.

Pitch Sensitivity

Scales how strongly the pitch control responds. 1.0 = unchanged; lower is gentler, higher is sharper.

Roll Sensitivity

Scales how strongly the roll control responds. 1.0 = unchanged; lower is gentler, higher is sharper.

Yaw Sensitivity

Scales how strongly the yaw control responds. 1.0 = unchanged; lower is gentler, higher is sharper.

Jump

The button used to jump.

Equipment Wheel

The button used to open the equipment radial wheel

Toggle Vault

Killfeed Filter

Filters the killfeed to only display certain kills, based on the option selected.

  • Show All
  • Show Only Self
  • Show Only Squad

Lean Left

The button used to lean to the left.

Lean Right

The button used to lean to the right.

Lighting

Look

The button(s) used to look around

Quick Loot

The button used to skip the interaction menu and quickly loot players or containers.

Recenter Tactical Map

The button used to recenter the tactical map.

Tactical Map

The button used to toggle the tactical map.

Test Microphone

Toggle to hear your microphone input.

Microphone Volume

Toggle Minimap

The button used to toggle the minimap.

Zoom Minimap In

The button used to zoom the minimap in.

Zoom Minimap Out

The button used to zoom the minimap out.

Invert Y Axis - Missile

Whether to invert the up/down directions when controlling a missile.

Move

ADS Multiplier

Multiplies the sensitivity while using aiming down sights.

Vertical Axis Multiplier

Multiplies the sensitivity of the vertical axis.

Air Vehicle Multiplier

Multiplies the sensitivity of air vehicles.

Ground Vehicle Multiplier

Multiplies the sensitivity of ground vehicles.

NVIDIA DLSS: NVIDIA RTX Technology which uses a deep learning neural network to boost frame rates and generate beautiful, sharp images.

NVIDIA Reflex Low Latency

Output Device

The audio device used for audio output.

Pause Menu

The button used to toggle the pause menu

Picture-in-Picture Scope

When PIP is enabled telescopic sight attachments will have a separate FOV to the rest of your screen, giving you more peripheral vision around the scope. However, having this setting enabled will have a significant effect on client performance as you are effectively rendering the world twice. We recommend disabling this on most systems.

Ping

The button used to ping a location for your squad members.

Ping Wheel (Hold)

The button used (when held) to Open/Close the ping wheel.

Cut Parachute

Deploy Parachute

Bribe

The button used to bribe players

Horizontal Movement

The button(s) used for horizontal movement.

Backward

The button(s) used for backward movement.

Forward

The button(s) used for forward movement.

Strafe Left

The button(s) used for strafing to the left.

Strafe Right

The button(s) used for strafing to the right.

Movement

The button(s) used for movement

Tip

The button used to accept a tip invite.

Reject Tip

The button used to reject a tip invite.

Post Processing Quality

Post Processing effects include Motion Blur, Depth of Field and Bloom. Increasing this setting improves the quality of post process effects, but can reduce performance.

Scroll Pre-Match Lobby Info Down

The button used to scroll the pre-match lobby info down.

Scroll Pre-Match Lobby Info Up

The button used to scroll the pre-match lobby info up.

Toggle Pre-Match Lobby Info

The button used to toggle the pre-match lobby info.

Picture in Picture

Standard

Decrease Cyclic X

Increase Cyclic X

The button(s) used to tilt along the Y axis while piloting a UAV

Eject from Projectile

The button used to eject from a projectile once you are following it.

Prone

The button used to go prone.

Proximity Voice Chat

Controls whether proximity voice chat is enabled.

Push-to-Talk (Proximity)

The button used to toggle proximity voice chat.

Push-to-Talk (Squad)

The button used to toggle squad voice chat.

Preset

Quality Preset allows you to adjust multiple video options at once. Try a few options to see what fits your preference and device's performance.

Ready Up

The button used to ready up during the pre-game.

Reflections

Reflection quality determines the resolution and accuracy of reflections. Settings of 'High' and above use more accurate ray tracing methods to solve reflections, but can reduce performance.

Request Revive

The button used to call for help while incapacitated.

Resolution

Resolution determines the size of the window in Windowed mode. Resolution is inactive in Windowed Fullscreen mode. In Fullscreen mode, resolution determines the graphics card output resolution, which can result in black bars depending on monitor and graphics card.

Resolution Scale

3D resolution determines the resolution that objects are rendered in game, but does not affect the main menu. Lower resolutions can significantly increase frame rate.

Classic

Dynamic

Linear

Retry Connection

Retry the communication connection now. Available while retrying, once every 30 seconds.

Resolution Quality

Show Scoreboard Cursor

The button used to show the cursor while on the scoreboard.

Show Next Scoreboard Stat

The button used to change the scoreboard to the next stat.

Show Previous Scoreboard Stat

The button used to change the scoreboard to the previous stat.

Toggle Scoreboard Filter

The button used to toggle the scoreboard filter.

Scoreboard

The button used to toggle the scoreboard

Sensitivity

The speed at which the camera moves around when controlled by the player.

Monitor Matching Distance

Set an on-screen distance where the relation between mouse hardware and screen movement speed is constant across any zoom level.

Shadows

Shadow quality determines the resolution and view distance of dynamic shadows. Shadows improve visual quality and give better depth perception, but can reduce performance.

Sharpness

Slow Walk

The button used to slow walk

Slow Walk Speed

Slow walk speed between the Min and Max speed of the player

3D Spatial Audio

For the best audio experience, we recommend enabling 3D audio and playing on headphones. This gives you a greater understanding to the location of sounds in front, behind, above and below you.

Sprint

The button used to sprint.

Tactical Sprint

The button used to tactical sprint.

Squad Voice Chat

Controls whether squad voice chat is enabled.

Streamer Mode

If enabled, all other players are shown by unique, player friendly names. Your own name stays as it is. These names are synchronized between all players on the server, so everyone with Streamer Mode enabled sees the same player names.

Setting

Missile Settings

Textures

Texture quality determines the resolution of textures in game. Increasing this setting will make objects more detailed, but can reduce performance.

Third Person Free Cam Sensitivity

The sensitivity of the third person free camera in a vehicle

Tinnitus Audio

A high-pitched ringing sound that plays after nearby explosions, simulating temporary hearing damage. Disable this to remove the ringing effect.

Toggle Voice Chat

Transmission Type

The type of transmission to be used in manual vehicles

  • Automatic
  • Manual
  • Sequential

Custom

Effects

Effects quality determines the quality of visual effects and lighting in game. Increasing this setting will increase the quality of visual effects, but can reduce performance.

Enable/Disable Voice Chat

The button used to enable/disable voice chat.

Enable/Disable Voice Chat (Scoreboard)

The scoreboard button used to enable/disable voice chat.

VSync

Enabling Vertical Sync eliminates screen tearing by always rendering and presenting a full frame. Disabling Vertical Sync can give higher frame rate and better input response, but can result in horizontal screen tearing.

Active Reload - Down

Active Reload - Left

Active Reload - Right

Active Reload - Up

Rotary Vehicle Mouse Control

Alter the ability to control a rotary vehicle using mouse input.

Helicopter Mouse Axis Isolation

Suppresses the weaker axis of a mouse swipe so small sideways drift does not add unwanted input. 0% disables the filter.

Helicopter Mouse Swipe Left/Right

Choose which helicopter flight control horizontal mouse movement drives: Roll, Yaw, or Disabled. Requires Rotary Vehicle Mouse Control.

Helicopter Mouse Swipe Up/Down

Choose whether vertical mouse movement drives helicopter Pitch, or is Disabled. Requires Rotary Vehicle Mouse Control.

Helicopter Mouse Pitch Sensitivity

Scales how strongly vertical mouse swipes drive pitch. 50% is the default tuning.

Helicopter Mouse Roll Sensitivity

Scales how strongly horizontal mouse swipes drive roll when Swipe Left/Right is set to Roll. 50% is the default tuning.

Helicopter Mouse Yaw Sensitivity

Scales how strongly horizontal mouse swipes drive yaw when Swipe Left/Right is set to Yaw. 50% is the default tuning.

Boost

The button used to boost while operating a vehicle.

Brake

The button used to brake while operating a vehicle.

Free Look Camera

The button(s) used to free look in a vehicle

Toggle Free Look

The button used to change between freelook and default while in a vehicle. Double-tap to permanently toggle on or off. Hold to enable for hold duration.

Toggle Camera Mode

The button used to toggle the camera between 1st and 3rd person camera in a vehicle

Camera Front View

The button used to go to the front view while in a vehicle.

Camera Left View

The button used to go to the left view while in a vehicle. Only applies in third person.

Camera Rear View

The button used to go to the rear view while in a vehicle. Only applies in third person.

Camera Right View

The button used to go to the right view while in a vehicle. Only applies in third person.

Camera Zoom In

The button used to zoom the camera in while in a vehicle.

Camera Zoom Out

The button used to zoom the camera out while in a vehicle.

Collective

The button(s) used to raise/lower the height of the helicopter.

Collective (Lower)

The button used to change the helicopter's collective down.

Collective (Raise)

The button used to change the helicopter's collective up.

Self-Centering Collective

For dual-stick (HOSAS) setups: the collective returns to the hover position when the stick is released, instead of holding its last value. Leave off for throttle levers, which keep their physical position.

Lock/Unlock Vehicle

Change the lock state of the vehicle to the next one available

Cyclic

The button(s) used to tilt forwards and backwards while piloting a helicopter.

Cyclic (X)

The button(s) used to tilt along the X axis while piloting a helicopter.

Increase Cyclic X

Cyclic (Y)

The button(s) used to tilt along the Y axis while piloting a helicopter.

Decrease Cyclic Y

Increase Cyclic Y

Deploy Supply Crate

The button used to deploy a vehicle supply crate

Activate Counter Measure

The button used to activate Counter Measures (e.g flares) from a vehicle.

Auto-Hover Assist

Helps hold altitude and settle into a hover when the collective is released. Turn off to manage lift entirely by hand.

Envelope Limits

Limits extreme pitch, yaw and collective inputs to keep the aircraft within a safe flight envelope. Turn off for more aggressive manoeuvres.

Stability Assist

Dampens pitch, roll and yaw to keep the helicopter steady. Turn off for looser, more manual handling.

Turn Coordination

Coordinates yaw during turns to reduce sideslip. Turn off to work the pedals manually.

Flight Assists

Master switch for helicopter flight assists. Turn off for a fully manual, harder-to-fly experience; this disables all assist categories below.

Gear Down

The button used to gear down while operating a vehicle

Gear Up

The button used to gear up while operating a vehicle

Gear shift R

Enable HOTAS

Fly helicopters with a flight stick (HOTAS) instead of mouse and keyboard. Disables mouse/keyboard flight controls while active.

Handbrake

The button used to handbrake while operating a vehicle.

The button used to change the helicopter's collective down.

The button used to change the helicopter's collective up.

Horn

The button used to activate a vehicles horn

Missile Mouse Control

Alter the ability to control a missile using mouse input.

Fire Weapon

The button used to fire whilst in control of a a vehicle's weapon.

Vehicle Weapon Sensitivity

Buy Ammo / Supplies

If in the Safe Zone, opens the Garage Vendor menu.

Pedals

The button(s) used to turn left and right while piloting a helicopter.

Yaw Left

Yaw Right

Vehicle Weapon Pitch Down

Vehicle Weapon Pitch Up

Seat

The button used to change seat in a vehicle.

Next Seat

The button used to change to the next available seat in a vehicle (forwards).

Previous Seat

The button used to change to the next available seat in a vehicle (backwards).

Steer Vehicle

The button(s) used for steering.

Steer Left

Steer Right

Throttle

The button used to throttle while operating a vehicle.

The button(s) used for tracked steering.

Use Vehicle Weapon

The button used to use the current vehicle's weapon.

Cycle Weapon Camera

The button used to cycle the camera while in a vehicle weapon.

The button used to cycle between fire modes while in a vehicle weapon.

Cycle Weapons

The button used to cycle between weapons when in a vehicle.

Cycle Zoom Level

The button used to cycle between zoom levels while in a vehicle weapon.

The mouse sensitivity of the vehicle weapon extension

The button used to pitch down the current vehicle weapon

The button used to pitch up the current vehicle weapon

Toggle Gunner Active

The button used to toggle whether you are in the gunner weapon when sat in a gunner seat in a vehicle.

The button used to yaw the current vehicle weapon to the left

The button used to yaw the current vehicle weapon to the right

Vehicle Weapon Yaw Left

Vehicle Weapon Yaw Right

Land Vehicle Mouse Control

Alter the ability to control a land vehicle using mouse input.

Freelook On By Default

When enabled free look will persist through camera perspective changes. If false it will always default to off.

Pedals

Vehicle Keybind Prompts

Toggles keybind visibility on HUD whilst in a vehicle.

View Distance

View distance determines how far away objects are culled for performance.

Voice Chat

Toggles [Deafen] on all voice channels

SFX Volume

Controls the volume of all effects in the game. This includes sounds such as explosions, flames, smoke, etc.

Master Volume

Controls the volume of all sounds in the game, including music.

Controls the volume of your microphone input.

Music Volume

Controls the volume of all music.

In-game

Controls the volume of the music while in-game.

Main Menu

Controls the volume of the music in the main menu.

UI Volume

Controls the volume of all UI sounds.

VOIP Volume

Controls the volume of all VOIP communications.

Inspect Tactical Watch

Cycle Fire Mode

The button used to cycle the fire mode of the equipped weapon.

Cycle Sights

The button used to change cycle to another sight attached on the equipped weapon.

Melee Bash

The button used to perform a melee attack with the equipped weapon.

Mount Bipod

The button used (when held) to mount an attached bipod onto a nearby surface.

Reload

The button used to reload the equipped weapon.

Toggle Ancillary Fire

The button used to change to the ancillary fire attachment.

Toggle Bipod Fold

The button used to toggle the bipod atttached to the weapon to fold/unfold.

Decrease Zeroing

The button used to decrease the zeroing for the equipped weapon.

Increase Zeroing

The button used to increase the zeroing for the equipped weapon.

Switch Weapon When Ammo Depleted

Whether to switch weapon when the held weapon runs out of ammo. NOT YET IMPLEMENTED.

Anti-Aliasing Quality

Anti-Aliasing reduces jaggy artifacts along geometry edges. Increasing this setting will make edges look smoother, but can reduce performance. Higher settings mean more anti-aliasing.

No Output Devices Found

Main Menu FPS Limit

Limits the frame rate while in the main menu, reducing GPU load. Set to Off for no limit.

Bloom

Makes bright spots like sunlight, muzzle flashes, glowing screens, give off a soft halo of light that spills into the area around them, just like how a camera would react to something really bright.

Controls how smooth and wide the glow looks. Higher settings give a softer, more natural halo around bright spots, lower settings make it simpler and cheaper to render trading off quality for performance.

Brightness

Adjust the brightness level.

Character

Sets the detail level of textures related to characters. Gloves, other players, vendors etc... Lower settings tell the game to skip the highest-resolution versions of these textures, making them lower resolution but using less video memory (VRAM). Higher settings load the full-detail maps for maximum sharpness.

Depth Of Field

Blurs parts of the scene that are out of focus, keeping objects at a certain distance sharp while nearer or farther areas go soft, mimicking the way a real camera lens focuses. Mostly seen in cinematic moments.

Depth Of Field Quality

Controls how smooth and convincing the blur looks. Higher settings give a cleaner, more natural falloff between sharp and blurred areas. lower settings use a simpler, cheaper blur to save performance.

Display Adapter

The graphics adapter to use when rendering the game.

Display Mode

In Windowed mode you can interact with other windows more easily, and drag the edges of the window to set the size. In Windowed Fullscreen mode you can easily switch between applications. In Fullscreen mode you cannot interact with other windows as easily, but the game will run slightly faster.

Display Monitor

The monitor to use as the main display for the game.

Bloom Quality

Dynamic Resolution

Dynamic Resolution adjusts the primary screen percentage according to the previous frames' GPU workload. The resolution adjusts (as needed) based on a heuristic, for example, when there are too many objects on the screen, or if there is an expensive effect that suddenly enters the frame. The GPU rendering time will increase, and the resolution of the screen will be lowered to maintain the targeted frame rate.

Effects

Sets the detail level of textures related to effects. Smoke, Muzzle flashes etc... Lower settings tell the game to skip the highest-resolution versions of these textures, making them lower resolution but using less video memory (VRAM). Higher settings load the full-detail maps for maximum sharpness.

Enable Sound in Background

If enabled, then audio will continue to play while the game is in the background.

AMD FFX FSR

AMD FidelityFX Super Resolution (FSR) : Strong image quality with a solid frame-rate uplift. Upscales from a lower internal resolution to recover performance, and runs on virtually any GPU — the best pick when DLSS isn't available.

  • Balanced
  • Native Anti-Aliasing
  • Off
  • Performance
  • Quality
  • Ultra Performance

Field of View

The extent of the observable world that is seen on the display at any given moment, measured as an angle.

Foliage

Foliage quality determines the quality and number of trees, bushes and other foliage rendered at one time. Increasing this setting will increase the quality and number of foliage, but can reduce performance.

Frame Limit

Frame rate limit sets the highest frame rate that is allowed. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable VSync to reach high frame rates. Frame generation is only available when this is set to Unlimited.

Off

Unlimited

Global Illumination

Turns Lumen global illumination on or off. When on, Lumen calculates how light bounces around the scene in real time, filling shadowed areas with soft indirect light reflected off nearby surfaces, so a brightly lit wall gently lights the floor and objects near it instead of leaving them flat and dark. When off, the game falls back to cheaper lighting to maximize performance.

Lens Flare

Adds streaks and halos of light when bright sources like the sun or strong lights shine into view, recreating the way light scatters inside a real camera lens.

Lens Flare Quality

Controls how detailed and convincing those flares look. Higher settings give richer, more accurate light streaks; lower settings simplify the effect to save performance.

Mesh Detail

Controls the level of geometric detail on objects and terrain. This adjusts how much fine detail Nanite preserves on surfaces, how much extra surface detail is added through tessellation, and how many smaller decorative objects are drawn around you. Higher settings keep denser geometry and richer surface detail. Lower settings simplify meshes, reduce tessellation, and cull smaller objects to save performance.

Motion Blur

Adds a subtle streaking to fast-moving objects and quick camera turns, smoothing out motion and making movement feel more fluid.

Motion Blur Quality

Controls how cleanly that blur is rendered. Higher settings give a smoother, more accurate streak across moving objects. lower settings use a cheaper approximation to save performance.

Mouse Acceleration

Mouse acceleration is a feature that makes your cursor move based on speed rather than the physical distance you move your mouse. Setting this to 0 disables mouse acceleration.

Vertical Axis Multiplier

Multiplies the sensitivity of the vertical axis.

NVIDIA DLSS

NVIDIA DLSS: Great image quality, often the cleanest available. Renders at a lower internal resolution and uses AI to reconstruct a sharp, full-resolution image, carrying a small overhead but more than winning it back through the reduced render resolution. (Requires a compatible NVIDIA RTX GPU.) DLAA : 100% (Native Resolution) Quality : 66% Balanced : 58% Performance : 50% Ultra Performance : 33%

  • Auto
  • Balanced
  • DLAA
  • Off
  • Performance
  • Quality
  • Ultra Performance
  • Ultra Quality

DLSS-G (DLSS Frame Generation)

NVIDIA DLSS-G (DLSS Frame Generation): A technology developed by NVIDIA that uses AI to generate entirely new frames, boosting frame rates beyond what your GPU renders traditionally. NVidia Reflex must be enabled to use.

  • Dynamic
  • Off
  • On2X
  • On3X
  • On4X
  • On5X
  • On6X

NVIDIA Reflex

NVIDIA Reflex is used to reduce system latency which increases PC responsiveness. Required for DLSS Frame Generation. Off: Low Latency mode and DLSS Frame Generation is disabled. On: Low Latency mode and DLSS Frame Generation is enabled and optimizing system latency. On+Boost: Low Latency mode is now enabled and optimizing system latency, Additionally, GPU clock frequencies are kept high in CPU-bound cases. This can reduce latency but will increase GPU power draw.

  • Disabled
  • Enabled
  • Enabled + Boost

Output Device

The audio device used for audio output.

Particle Spawn Rate

Controls how many particles spawn, such as dust, sparks, debris. Higher settings spawn more particles for fuller, more detailed effects. Lower settings spawn fewer to save performance. Gameplay effects like smoke and muzzle flashes are excluded for gameplay consistency .

Post-processing

Controls the quality of screen wide visual effects applied to the final image, such as ambient occlusion that adds soft contact shadows where objects meet, light shafts from bright sources, and the overall color and tone of the scene. Higher settings produce a richer, more polished image. Lower settings simplify these effects to save performance, and the lowest tier strips them back the furthest.

Potato

High

Low

Medium

Overkill

Overall Quality

Sets every graphics option at once to a balanced configuration, from lightest to heaviest. Pick a preset as a starting point, then fine tune individual settings if you want. Changing any setting on its own switches this to Custom. Not sure where to start? Click Auto Detect to get a developer recommended setup matched to your hardware, tuned to aim for a smooth 60 FPS.

Reflections

Controls how surfaces like water, glass, and polished metal mirror the world around them. Lower settings use a fast screen space technique that reflects what is currently on screen. Higher settings look sharper and more realistic at a greater performance cost.

Resolution

Resolution determines the size of the window in Windowed mode. Resolution is inactive in Windowed Fullscreen mode. In Fullscreen mode, resolution determines the graphics card output resolution, which can result in black bars depending on monitor and graphics card.

Resolution Scale

3D resolution determines the resolution that objects are rendered in game, but does not affect the main menu. Lower resolutions can significantly increase frame rate.

Sensitivity

The speed at which the camera moves around when controlled by the player.

Shading

Controls the complexity of materials and surfaces across the world, including how detailed water looks and how accurately surfaces respond to light and shadow. Higher settings render richer materials and higher quality water for a more realistic look. Lower settings simplify surface detail and drop the most expensive effects to save performance.

Shadows

Controls the resolution and softness of shadows cast across the world, and how small an object has to be before it stops casting one. Higher settings give sharper, more detailed and natural looking shadows, and enable extras like volumetric fog. Lower settings use coarser, harder shadows and cull smaller shadow casters to save performance.

Sharpness

Adjust image sharpness intensity level.

Texture Filtering

Controls how sharp textures stay when viewed at a steep angle, such as a floor or road stretching away into the distance. Higher settings keep these surfaces crisp and detailed far into the distance. Lower settings let them blur out sooner to save performance.

Texture Streaming

Sets how much video memory (VRAM) is set aside for textures across the world. Higher settings let more high resolution textures stay loaded at once for a sharper, more detailed look. Lower settings use a smaller memory budget, so textures may appear softer or take longer to sharpen, but free up VRAM for lower end hardware.

No

Disabled

Enabled

Yes

Anti-aliasing method

Sets how the game smooths jagged edges and, for some options, upscales from a lower resolution to boost frame rate. Pick what best suits your hardware. FXAA : Cheapest, lowest quality. Native resolution edge blur. For low end hardware chasing frames. TAA : Solid quality and performance. Native resolution, runs on anything, slightly soft in motion. DLSS : Cleanest image. AI upscaling for a frame rate gain. (NVIDIA RTX only.) FSR : Strong quality with a frame rate boost. Runs on any GPU. (FSR4 on compatible hardware) XeSS : High quality upscaling for a frame rate boost. Best on Intel Arc, works on most hardware. None: No anti-aliasing applied. No cost.

  • AMD FSR
  • FXAA
  • None
  • Nvidia DLSS
  • TAA
  • TSR
  • Intel XeSS

Effects

Effects quality determines the quality of visual effects and lighting in game. Increasing this setting will increase the quality of visual effects, but can reduce performance.

VSync

Synchronizes the game's frame rate with your monitor's refresh rate to remove screen tearing, where the top and bottom of the screen show different frames at once. Turning it on gives a cleaner, tear free image but adds input latency and can cap your frame rate. Turning it off gives the lowest latency and highest frame rates at the cost of occasional tearing.

View Distance

Controls how far away objects and detail remain visible before fading out. Higher settings draw distant objects from further away for a fuller scene. Lower settings pull that distance in to save performance. Most of the world uses fixed draw distances for gameplay fairness, so the visual difference is usually subtle.

Effects Volume

Controls the volume of all effects in the game. This includes sounds such as explosions, flames, smoke, etc.

Master Volume

Controls the volume of all sounds in the game, including music.

Music Volume

Controls the volume of all music.

In-game Music Volume

Controls the volume of the music while in-game.

Menu Music Volume

Controls the volume of the music in the menus.

Radio Music Volume

Controls the volume of the radio in-game.

UI Volume

Controls the volume of all UI sounds.

VOIP Volume

Controls the volume of all VOIP communications.

VOIP Proximity Volume

Controls the volume of proximity chat VOIP communications.

VOIP Squad Volume

Controls the volume of squad VOIP communications.

World

Sets the detail level of generic textures . world noise, etc... Lower settings tell the game to skip the highest-resolution versions of these textures, making them lower resolution but using less video memory (VRAM). Higher settings load the full-detail maps for maximum sharpness.

Intel XeSS

XeSS takes your gaming experience to the next level with AI-enhanced upscaling, enabling more performance with high image fidelity. Revel in ultra-high-definition visuals with high-performance, powered by hardware acceleration and an AI-based algorithm. Designed with all gamers in mind, XeSS is unlocked to work on widely available hardware.

  • Native Anti-Aliasing
  • Balanced
  • Off
  • Performance
  • Quality
  • Ultra Performance
  • Ultra Quality
  • Ultra Quality Plus

Display All Quick Slots on Item Switch

If enabled, then all of the player's quick slots will be displayed when changing equipped item. If disabled, then the primary/sidearm/specialist & the tactical vest slots will be displayed separately, dependent on which item is equipped.

Language

The language all text in the game displays in.

  • English
  • Korean

Invert Map Preset Zoom

When enabled the map preset key will zoom in instead of out.

Sync Map Zoom

When enabled the minimap and tactical map will both sync zoom levels.

Nameplate Background Opacity

The opacity of the nameplate background above players and vehicles.

Cash

The visibility of the cash on the HUD. On = Always visible Off = Always hidden

Central HUD Reward

The visibility of the central reward feedback on the HUD. On = Always visible Off = Always hidden

Chatbox

The visibility of the chatbox on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Compass

The visibility of the compass on the HUD. On = Always visible Off = Always hidden

Equipped Item

The visibility of the equipped item information on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Event Feed

The visibility of the event feed on the HUD. On = Always visible Off = Always hidden

Faction

The visibility of the faction information on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Fuel

The visibility of the fuel information on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Game Information

The visibility of the game status on the HUD. On = Always visible Off = Always hidden

HUD Visibility Preset

The visibility to globally apply to all HUD elements.

Health

The visibility of the health information on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Immersive

Killfeed

The visibility of the killfeed on the HUD. On = Always visible Off = Always hidden

Location Context

The visibility of the location context on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Minimap

The visibility of the minimap on the HUD. On = Always visible Off = Always hidden

Minimap Rotation

When enabled minimap rotates around player instead of always facing north

Network Status

The visibility of the network status indicators on the HUD. On = Always visible Off = Always hidden

Always On

Parachute

The visibility of the parachute information on the HUD. On = Always visible Off = Always hidden

Passengers

The visibility of the passengers on the HUD. On = Always visible Off = Always hidden

Promotion Toast

The visibility of the promotion toast on the HUD. On = Always visible Off = Always hidden

Prompts

The visibility of the additional prompts on the vehicle HUD. On = Always visible Off = Always hidden

Quick Slots

The visibility of the quick slots on the HUD. On = Always visible Dynamic = Only displayed when relevant. Off = Always hidden

Spatial Trackers

The visibility of the overhead trackers on the HUD. On = Always visible Off = Always hidden

Tac Map Rotation

Tip

The visibility of the tip indicator on the HUD. On = Always visible Off = Always hidden

Vehicle

The visibility of the vehicle information on the HUD. On = Always visible Off = Always hidden

Show All

Show Self Only

Show Squad Only

Show Squad + Proximity

FAST

MODERATE

SLOW

Helicopter Flight Assists

Back Slot

Left Slot

Middle Slot

Right Slot

VOIP & AUDIO SETTINGS

WARDOGS is best experienced with voice. Talk to your teammates (and your enemies) using proximity chat. Set your preffered VOIP keybinds to get started.

WARNING:

PHOTOSENSITIVE SEIZURES