The graphics options are opened with F1 on the keyboard, or the Menu/Options button on a controller.
The game only supports borderless fullscreen and windowed modes, which means you have to change resolution in Windows prior to launching the game if you don't want to play at your monitor's/handheld's native resolution.
A Field of View slider lives in the Gameplay settings. The default is quite narrow, especially on handhelds. We increased it to 95, which feels like the sweet spot on 16:9 displays.
Cutscenes are locked to 30 FPS, no matter your hardware or frame rate settings, which feels dated on a high-refresh display.
Motion blur can be toggled off in the options, but frustratingly it stays active during cutscenes regardless. Unfortunately, there's no way to disable some effects such as chromatic aberration.
Upscaling covers NVIDIA DLSS, AMD FSR and Intel XeSS, alongside the engine's own TSR and a Native (100% render) mode. DLSS uses the latest 4th-generation transformer model on RTX 20-series and newer; AMD cards get FSR 3 across the board, with FSR 4 kicking in automatically on RDNA 4 (Radeon RX 9000). Remember that XeSS is only present in the Steam version.
The Upscaling Quality slider uses generic names—Low, Medium, High, Ultra and Native—instead of each vendor's usual labels. For DLSS that means "Ultra" is really Quality (67% render scale), "High" is Balanced (59%), "Medium" is Performance (50%) and "Low" is Ultra Performance (33%); the same render resolutions apply to FSR and XeSS, while TSR handles scaling on its own. It sidesteps per-vendor confusion, but it's non-standard and takes a moment to map.
Frame Generation is available for all three vendors, but only once the matching upscaler (DLSS, FSR or XeSS) is enabled—it can't be combined with TSR/native TAA. There's no multiplier selection either; it's locked to 2x, with no multi-frame generation on offer, although you can override this limitation in Intel Graphics Software if you own an Intel GPU or an Intel-powered handheld. Low-latency modes are supported too—NVIDIA Reflex, AMD Anti-Lag and Intel XeLL.
Ultra-wide 21:9 aspect ratios are supported.
The game requires a Microsoft/Xbox account sign-in, even on Steam.
A single Quality Preset drop-down sets everything at once—on desktop the four levels are Low, Medium, High and Ultra. PC Handhelds unlock an extra "Very Low" preset below Low, which is inexplicably hidden on desktop—there's no good reason to lock it away, since it would help owners of older desktop GPUs just as much. On the flip side, if you own a handheld PC the maximum level of quality you can select is "Medium," with higher levels (High and Ultra) being unavailable.
Each of the eight individual quality groups can also be tuned manually—Effects, Geometric, Global Illumination, Lighting, Texture, Reflections, Atmospheric and Post-processing—with the same Low/Medium/High/Ultra options.
The remake relies on Unreal Engine 5's Lumen for global illumination and Nanite for geometry. Lumen is always on and there is no separate "RT Off" switch like in many other games—the ray-traced lighting instead scales with the Global Illumination, Lighting and Reflections settings.
Test Devices
We tested the early access Steam version of Halo: Campaign Evolved.
The Steam Deck LCD was running SteamOS version 3.8.16, build 20260716.1.
Our ROG Xbox Ally X had Armoury Crate 2.2.13.0 installed along with BIOS 317.
The ROG Ally X had the latest Armoury Crate version installed at the time of testing (2.2.13.0), along with BIOS 312.
The MSI Claw 8 AI+ A2VM had MSI Center M 2.0.2605.1501 installed along with BIOS E1T52IMS.112.
The MSI Claw 8 EX AI+ CG3EM had MSI Center M 2.0.2606.3001 installed along with BIOS E1T52IMS.105.