Beyond Enemy Lines - Vietnam
Steam News 23 April 202628d ago

Beyond Enemy Lines – Vietnam | System Requirements & Settings Deep Dive

Performance & Settings Deep Dive 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…

Update log

Full Beyond Enemy Lines - Vietnam update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

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  • Performance
  • Balance
  • Store
changedPerformance & Settings Deep DiveAs 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.
changedPerformance & Settings Deep DiveLast 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 .
changedPerformance & Settings Deep DiveBeyond 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.
changedPerformance & Settings Deep DiveBelow, we’ll show how the game performs on our reference system and explain some of the most important settings.
changedPerformance & Settings Deep DiveWe are continuing to optimize the game up to Early Access and beyond.
changedPerformance CharacteristicsStrong visual scalability across different systems

Performance & Settings Deep Dive

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.

Reference System

  • Ryzen 7 5700X

  • RTX 5060 (8 GB)

  • 32 GB RAM

  • NVMe SSD

~650€ (October 2026)

Reference System Performance (1080p, Lumen)

SettingFPS (approx.)Notes
Very High (native)60–80 FPS (native)High-end settings, very demanding
Very High + Frame Gen~140 FPSWith upscaling + frame generation
Medium / High (optimized)~100 FPS (native)Comparable to console experience

Performance Characteristics

  • Strong visual scalability across different systems

  • Higher settings increase visual quality and hardware demand

  • Performance scales with gameplay complexity

Why the CPU matters

  • AI operates in coordinated groups

  • Combat situations evolve dynamically

  • Multiple systems interact in real time

Steam Deck Performance

ModeFPS (approx.)Limitation
Native~20 FPSCPU limited
Frame Generation~40 FPSCPU still limiting

Key Performance Factors

SettingImpact
ShadowsVery high GPU cost
View DistanceHigh CPU & GPU impact
Foliage QualityHigh performance cost
Realistic ScopesAdditional GPU load

Gameplay Settings

Fire Assist

Automatically fires when aiming at an enemy in range → Optional input assist

Difficulty

Changes enemy behavior and damage

  • Lower: slower, less aggressive

  • Higher: faster, smarter, more damage

Realistic Scopes

Fully rendered scopes instead of overlays → Better visuals → Higher GPU cost

Suppression VFX

Controls combat intensity effects

  • Bullet flybys

  • Screen blur

  • Flinch reactions

Video Settings

  • 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)

Controls

  • Separate sensitivity settings for different actions

  • Independent horizontal / vertical sensitivity

  • Controller deadzones configurable (no effect for mouse input)

Final Notes

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.

Got questions?

If you want to know more before release - ask us.

Thank you for your support.

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Source

Steam News / 23 April 2026

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