Beyond Enemy Lines - Vietnam · published
As we’re getting closer to Early Access, we want to give you a clearer idea of what to expect in terms of performance and settings.
Last year, we defined a target PC as a reference point. Not as a requirement the game was built around, but as a realistic system to measure performance against.
Beyond Enemy Lines – Vietnam features large mission areas, dense vegetation, and dynamic AI systems. In many situations, performance is influenced more by the CPU, especially during complex combat scenarios with multiple AI groups and dynamic encounters.
Below, we’ll show how the game performs on our reference system and explain some of the most important settings.
We are continuing to optimize the game up to Early Access and beyond.
Ryzen 7 5700X
RTX 5060 (8 GB)
32 GB RAM
NVMe SSD
~650€ (October 2026)
Setting
FPS (approx.)
Notes
Very High (native)
60–80 FPS (native)
High-end settings, very demanding
Very High + Frame Gen
~140 FPS
With upscaling + frame generation
Medium / High (optimized)
~100 FPS (native)
Comparable to console experience
Strong visual scalability across different systems
Higher settings increase visual quality and hardware demand
Performance scales with gameplay complexity
AI operates in coordinated groups
Combat situations evolve dynamically
Multiple systems interact in real time
Mode
FPS (approx.)
Limitation
Native
~20 FPS
CPU limited
Frame Generation
~40 FPS
CPU still limiting
Setting
Impact
Shadows
Very high GPU cost
View Distance
High CPU & GPU impact
Foliage Quality
High performance cost
Realistic Scopes
Additional GPU load
Automatically fires when aiming at an enemy in range
→ Optional input assist
Changes enemy behavior and damage
Lower: slower, less aggressive
Higher: faster, smarter, more damage
Fully rendered scopes instead of overlays
→ Better visuals
→ Higher GPU cost
Controls combat intensity effects
Bullet flybys
Screen blur
Flinch reactions
Dynamic Resolution / Frame Generation
Uses latest AMD FSR
Framerate Limit
30 – 400 FPS
Field of View
80 – 140
Shadows
One of the biggest performance factors
(along with View Distance and Foliage)
Separate sensitivity settings for different actions
Independent horizontal / vertical sensitivity
Controller deadzones configurable
(no effect for mouse input)
We will continue optimizing performance throughout Early Access.
Our goal is to give you full control over performance and visuals, across a wide range of hardware.
If you want to know more before release - ask us.
Thank you for your support.
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