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Avowed
Optimization guide · Updated on July 13, 2026

How to improve FPS in Avowed (PC)

Avowed is Obsidian Entertainment's first-person action RPG set in Eora, the world of Pillars of Eternity, and it's one of the first major releases built entirely on Unreal Engine 5. The engine brings dynamic global illumination with Lumen and virtualized geometry with Nanite, resulting in dense forests, caves with realistic reflections, and very striking magic effects, but also the usual UE5 toll: shader compilation, VRAM demands, and framerate drops in heavily vegetated zones. This guide covers the settings with the best FPS/visual-quality ratio tested in the Living Lands and the rest of the game's regions.

⚠️ Known for: Avowed is known for the Unreal Engine 5 shader-compilation stutter typical in the first minutes of each session, for notable FPS drops in dense forests and heavily foliaged zones thanks to Nanite, and for frame time spikes during magic combat with multiple simultaneous particle effects.
Example with your hardware

This is what you'd gain with a NVIDIA RTX 3050

Without optimization (Ultra)
28 FPS
1080p · Ultra · no DLSS
With this guide applied
~56 FPS
1080p · Recommended settings
+ DLSS Quality
~72 FPS
1080p · Settings + DLSS
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Calculations based on our FPS model combined with the % gain of each setting (measured in public benchmarks).

1. Quick wins (no visual loss)

Start here. Each one adds a little, but together they give +52% free FPS.

Lumen (Global Illumination and Reflections)

Recommended: Medium · Visual impact: Medium · Consensus: It's the setting with the biggest FPS impact in the whole game according to community testing and technical benchmarks; at Medium the visual difference is only noticeable in puddle reflections and highly polished metal surfaces.
+18% FPS

Lumen calculates indirect lighting and reflections in real time by continuously analyzing the scene. In dungeon interiors and in forests with heavy foliage (where Nanite generates very detailed geometry Lumen has to light) the cost rises considerably. Lowering from High/Epic to Medium reduces lighting-probe resolution and trace distance without the scene looking flat.

Shadows

Recommended: Medium · Visual impact: Low · Consensus: Consistent gains in outdoor areas; indoors the impact is minimal, so it's a setting that pays off mostly outside.
+10% FPS

Dynamic shadows on dense vegetation in forest zones are among the costliest to render in UE5 due to the volume of Nanite geometry casting shadow. Lowering to Medium reduces the resolution of distant shadow maps without noticeably affecting foreground character shadows.

Particle Effects

Recommended: Medium · Visual impact: Low · Consensus: Recommended almost unanimously for anyone playing a mage build or facing large groups of enemies with spells; the visual impact is hard to notice in fast combat.
+12% FPS

Reduces the density and number of simultaneous particles in area spells, explosions, and summons. It's the most cost-effective setting during massive magic combat, where several enemies cast elemental effects at once and frame time spikes.

Vegetation Distance

Recommended: Medium · Visual impact: Medium · Consensus: Lowering it to Medium eliminates the aggressive pop-in of distant grass and stabilizes the framerate outdoors without being too noticeable, unless you're staring straight at the horizon.
+9% FPS

Controls how far detailed Nanite-generated foliage renders. In zones like the Living Lands, with very dense forests, this is one of the variables that loads the most geometry onto the GPU.

Motion Blur

Recommended: Off · Visual impact: Imperceptible · Consensus: Turning it off is nearly unanimous in the community: a small but free FPS gain, plus better visual clarity during combat.
+3% FPS

Motion blur in Avowed consumes a small percentage of performance from the extra post-processing on each frame and also reduces perceived sharpness in fast first-person combat.

2. Medium impact settings

Here's where most of the FPS is. Minor visual impact, major performance impact.

Texture Resolution

Recommended: High · Visual impact: Low · Consensus: Only worth lowering if your GPU has little VRAM (8 GB or less); on cards with 10-12 GB or more the FPS impact is minimal, and it's recommended to leave it at Ultra.
+8% FPS

Unlike other settings, textures depend more on available VRAM than on raw GPU power. On cards with 8GB or less, lowering from Ultra to High frees video memory and avoids micro-stutters from texture streaming, especially in very detailed interiors.

Nanite / LOD Distance

Recommended: Medium · Visual impact: Medium · Consensus: Lowering it from Epic to Medium/High is one of the most recommended settings in technical guides for mid-range rigs, with a moderate visual loss in the detail of distant objects.
+14% FPS

Although Nanite virtualizes geometry to render only the necessary detail, the general view distance still determines how many objects and what level of detail the engine processes per frame. In open areas with heavy vegetation this setting carries considerable weight.

Post Processing

Recommended: Medium · Visual impact: Low · Consensus: Lowering it to Medium is a safe move: the visual difference is subtle compared to the performance gain it offers.
+7% FPS

Groups effects like bloom, vignette, depth of field, and color correction. On Ultra it adds extra rendering passes that aren't always perceptible in motion, especially in combat.

Reflections (Lumen Reflections)

Recommended: Medium · Visual impact: Medium · Consensus: Especially worthwhile on mid-range GPUs; on high-end cards it can be kept at High without much of a penalty.
+11% FPS

Reflections managed by Lumen on water, metal, and wet stone surfaces are among the most graphically expensive effects in zones like caves and rivers. Lowering their quality reduces reflection sampling resolution without eliminating them entirely.

Anti-Aliasing (TSR)

Recommended: Medium · Visual impact: Low · Consensus: Only recommended if you're not already using DLSS/FSR/XeSS as your scaling method, since those replace the need for TSR in pure anti-aliasing mode.
+6% FPS

UE5's native TSR also acts as edge smoothing when not used for rescaling. Its internal quality has a variable performance cost; lowering it slightly helps on tighter systems without generating too much visible aliasing.

3. Upscaling (DLSS / FSR / XeSS)

The biggest gain in the game. Compatible with almost any modern GPU.

DLSS (NVIDIA)

+35% FPS

Avowed supports NVIDIA DLSS (Super Resolution) since launch on RTX GPUs. It's the scaling option with the best image quality in the game, especially in Quality mode, with detail reconstruction on foliage and textures superior to TSR. On RTX 40 series it also supports Frame Generation.

FSR (AMD)

+28% FPS

AMD FSR is available as a cross-platform alternative, working on GPUs from any manufacturer. Image quality is somewhat inferior to DLSS, with more perceptible ghosting in fast-moving foliage and magic particles, but it's still a notable performance improvement over native resolution.

XeSS (Intel)

+26% FPS

Intel XeSS is also integrated into the game. On Intel Arc GPUs it uses the hardware-optimized model (XMX) with better quality; on GPUs from other manufacturers it falls back to the DP4a model, lighter to compute but with results somewhat below DLSS and FSR.

TSR (native to UE5)

+22% FPS

TSR is Unreal Engine 5's own scaler and works on any GPU without relying on proprietary technology. It's a solid option when DLSS/FSR/XeSS aren't available, though it usually shows somewhat more smoothing on fine vegetation detail compared to DLSS.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality mode as a first option before touching individual graphics settings: it's the most efficient performance improvement relative to visual quality loss.
  • •On RTX 40 series, try Frame Generation in very Lumen-demanding zones to smooth out the experience, but avoid enabling it if the base framerate is already low because it increases perceived input lag.
  • •Update to the latest Game Ready drivers before playing: Avowed has received several VRAM optimization and DLSS compatibility patches.

AMD

  • •Use FSR in Quality mode rather than Balanced/Performance unless your GPU is very limited, since in Avowed FSR ghosting is more noticeable at aggressive scaling levels due to the amount of moving vegetation.
  • •On RDNA2/RDNA3 GPUs with little VRAM, prioritize lowering Texture Quality before other settings: it frees memory and reduces texture-streaming stutters indoors.
  • •Keep Smart Access Memory (Resizable BAR) enabled in the BIOS alongside a compatible Ryzen CPU: it measurably improves performance in scenes with lots of Nanite geometry.

Sistema

  • •Install the game on an SSD (preferably NVMe): it notably reduces shader compilation times and asset streaming in dense forest zones, minimizing initial stutter.
  • •Let the game finish shader compilation on the first launch of each session without alt-tabbing or minimizing the window, to avoid the process getting cut short and causing recurring stutter mid-game.
  • •Close background applications using VRAM before playing, since Avowed with Lumen and Nanite is especially sensitive to running out of available video memory.

5. Known game issues

Shader compilation stutter at startup

As in most Unreal Engine 5 games, Avowed compiles shaders the first time certain graphical effects run, causing noticeable micro-hitches during the first minutes of play or when entering new zones.

Estado: Post-launch patches (2025) have reduced the frequency and intensity of the stutter, though it persists to a lesser degree, especially the first time you enter a new zone.

Framerate drops in dense forests

The lushest forest zones, especially in the Living Lands, place a very high load on Nanite and Lumen simultaneously, causing FPS drops of up to 30-40% compared to urban zones or interiors.

Frame time spikes in large-scale magic combat

When several enemies cast area spells or summons simultaneously, the buildup of particle effects can cause occasional frame time spikes even on powerful systems, especially if Effects Quality is set to Ultra.

6. Frequently asked questions

Why does Avowed lose so much FPS in forests compared to interior zones?▾
Because it combines two of Unreal Engine 5's most demanding technologies at once: Nanite generating very detailed geometry for every leaf and branch, and Lumen calculating dynamic global illumination across all that vegetation. Lowering Lumen and foliage distance to Medium is what helps most in these zones.
Is it worth enabling additional Ray Tracing on top of Lumen?▾
Lumen already acts as the game's global illumination and reflections system, so there's no separate extra ray tracing option to enable; the equivalent of raising ray tracing quality in Avowed is raising Lumen quality, which is precisely the setting with the biggest performance impact.
Which scaling method gives the best balance in Avowed?▾
If your GPU is NVIDIA, DLSS in Quality mode offers the best balance of sharpness and performance. On AMD or Intel, FSR and XeSS respectively are the best proprietary alternatives; TSR remains as a universal fallback if none of the above are available.
Does Avowed's shader stutter fix itself over time or do I need to do something?▾
It naturally decreases after the first few sessions because the engine caches already-compiled shaders, but it helps to install the game on SSD/NVMe and avoid minimizing the window during the first minutes of each session so as not to interrupt the compilation process.

Want to know exactly how many FPS YOUR PC will get?

Enter your GPU and CPU in our calculator and measure the real impact of each setting.

Calculate FPS for Avowed →

Calculations based on consensus of technical sources and our own FPS model. More about our methodology →

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