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Hell is Us no PC – Análise COMPLETA de Desempenho e Otimização

Home » VideoGames » Hell is Us on PC – COMPLETE Performance and Optimization Review

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Hell is Us on PC – COMPLETE Performance and Optimization Review

Last updated: 3 de September de 2025 20:21
By
Danilo Medeiros
Published: 3 de September de 2025
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The eagerly awaited game Hell is Us has finally arrived on PC, bringing with it a bold proposal for immersive exploration and strategic combat. Developed with the Unreal Engine 5, the title is already under the spotlight of expectation – and skepticism – especially when it comes to performance and optimization. Did the famous “Stutter Engine” repeat its problems of choking and crashing, or did NACON and Rogue Factor manage to deliver a fluid and well-optimized experience? In this review, we’ll explore the game’s performance on different hardware configurations, detail the technical requirements, and assess whether it’s worth investing in this dark and narratively dense adventure.

Hell is Us on PC - COMPLETE Performance and Optimization Review
Hell is Us on PC - COMPLETE Performance and Optimization Review 2

System Requirements: Does the “Stutter Engine 5” Really Scare?

Before we dive into the practical tests, it’s crucial to understand what the developers recommend as the minimum and ideal configuration. The official requirements for Hell is Us have generated some buzz in the community because, as is typical for games based on Unreal Engine 5, they seem high at first glance.

To play at 1080p/30 fps on medium, you need a configuration with a GTX 1070 (8GB) or similar, an Intel Core i7-7700K or Ryzen 3 3300X, and 16GB of RAM. The crucial detail here, and one that cannot be ignored, is that this performance target is only achieved with upscaling in Performance mode. This means that the game renders internally at a very low resolution, around 540p, and uses technology such as FSR or DLSS to reconstruct the image up to 1080p. That’s a significant concession for a minimal configuration.

For the desired 1080p/60 fps at the top, the recommendation is for an RTX 2080 Ti or RX 6700 XT, with upscaling in Balanced mode (close to 720p reconstructed to 1080p). Ultra, at 4K/60 fps, requires nothing less than a monster like the RTX 4090 or RX 7900 XTX.

These specifications paint a daunting picture for owners of more modest hardware. However, our practical tests revealed that the reality is a little gentler. The developers seem to have adopted a conservative stance, setting a wide safety margin to ensure a stable experience on the vast majority of systems.

Graphic Optimization: Visual Quality that Stays Low

One of the most significant compliments that can be paid to Hell is Us is the cohesive visual quality at all setting levels. Unlike many games where the “Low” preset turns the world into a soup of blurry pixels, here the degradation is subtle.

  • Textures: The quality of the textures remains incredibly consistent from “Low” to “Ultra”. Players with 6GB or 8GB cards won’t feel visually penalized.
  • Lighting and vegetation: These are the areas where the difference between lower and higher settings is most noticeable. Shadow effects, environmental ray tracing (if present) and the density/quality of the vegetation are the main elements that scale with the hardware.
  • Visual Conclusion: This means that playing on “Medium” or “High” offers a visual experience very close to “Ultra”, making the game beautifully accessible. Anyone with a GTX 1070 or RX 580, as mentioned, will have a very satisfying visual experience at 1080p.

The visual cohesion of “Hell is Us” is one of its most notable assets in terms of optimization. The development team has managed to implement an intelligent graphics scaling system, where reducing the settings does not result in a visually poor or unpleasant experience. Even when opting for the lowest preset, the game keeps its artistic identity intact, with environments that continue to convey the dark and detailed atmosphere that the designers intended. This is a significant victory for gamers with limited hardware, who are often forced to choose between performance and a completely compromised aesthetic.

Texturing is where this design philosophy stands out most. In many titles, reducing the quality of textures creates a flat, rubbery world, with surfaces that completely lose their detail at the slightest distance. In “Hell is Us”, the difference between the textures on low and ultra is subtle enough to go unnoticed during normal gameplay. The materials retain their fundamental properties, such as the shine of metal, the roughness of stone and the fabrics of clothing, ensuring that immersion is not broken by abrupt visual degradation.

The elements that actually scale more noticeably with the hardware are mainly dynamic and related to post-production. The quality of the indirect lighting, the precision of the shadows and the density of particles in the air are all layers that are refined as you move the setting from bottom to top. However, the basis of the world-its structures, characters and main objects-remains visually solid and recognizable in any setting. This demonstrates an efficient prioritization of resources, where graphics power is directed towards improving the fidelity of the scene, rather than compensating for a poor visual base.

Resource management for vegetation and scenery population (draw distance) is also notable. At lower settings, it’s possible to notice a reduction in the amount of foliage in the distance and a slightly more aggressive pop-in of smaller objects, but the level of detail (LOD) of the main models is consistently maintained. The game avoids the common effect of objects changing shape drastically as the player approaches, a transition that is often a major source of broken immersion in less polished open worlds.

Another aspect that contributes to uniform print quality is the maintenance of essential post-processing effects. Depth of field effects, which help direct the player’s focus, and careful color calibration are present in all configurations. This ensures that the game’s cinematic visual language, crucial to its narrative and tone, is communicated effectively regardless of the hardware. The choice of a more restrained and atmospheric color palette also helps to mask possible loss of detail, creating a cohesive and stylized image that works well at multiple levels of detail.

For the gamer, this translates into freedom and accessibility. Anyone with a video card with limited VRAM, such as models with 4GB or 6GB, can play with the settings on low or medium without feeling that they are having a visually compromised or “broken” experience. The graphics optimization allows the game to be enjoyed in its essence, with its art and direction intact, while the modern upscaling system (DLSS/FSR) handles the heavy lifting of keeping the resolution and frame rate stable. It’s a rare and commendable case where scalability doesn’t mean a drastic loss of quality, but rather an intelligent and respectful adaptation to the diversity of PC configurations available on the market.

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