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Sid Meier's Civilization VI
Optimization guide · Updated on July 13, 2026

How to improve FPS in Sid Meier's Civilization VI (PC)

Civilization VI runs on a Firaxis proprietary engine built for hex-grid boards, many units on screen, and dozens of AI systems calculating in parallel each turn. Unlike a shooter, hardware here isn't measured in rendering FPS but in how long the game takes to process the other civilizations' turn: that "turn time" is the real bottleneck, especially in Huge games with 10-12 civilizations from around turn 150 onward. This guide covers both the graphics settings that do affect map framerate and, more importantly, the options that drastically reduce the wait time between turns.

⚠️ Known for: Civilization VI is sadly known for "turn time creep": matches that start smooth and end with 1-3 minute waits per turn in the final stretch, especially on large maps with many AI. The engine effectively only uses 1-2 CPU cores for AI turn calculation, so neither a powerful GPU nor more cores beyond 4-6 solve the problem: what matters is the frequency and IPC of the processor's fastest core.
Example with your hardware

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

Without optimization (Ultra)
78 FPS
1080p · Ultra · no DLSS
With this guide applied
~133 FPS
1080p · Recommended settings
+ DLSS Quality
~170 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 +39% free FPS.

Enemy Unit Animations

Recommended: Off · Visual impact: Low · Consensus: This is the #1 setting recommended by the CivFanatics community and Firaxis guides for Huge games; it cuts turn time by up to 30-40% in late-game phases.
+0% FPS

Disables the movement animation of AI units during their turn. It doesn't affect map FPS but is the setting with the biggest real impact on turn time in advanced matches, because it avoids rendering every movement of every rival unit.

Shadow Quality

Recommended: Low · Visual impact: Medium · Consensus: A standard setting recommended on optimization forums; minimal visual impact when playing with the camera zoomed out.
+15% FPS

Dynamic shadows on the hex map, especially with many units and visible terrain improvements, are among the most expensive rendering textures. Dropping them to Low frees up FPS noticeably without affecting board readability.

Water Reflections

Recommended: Low · Visual impact: Low · Consensus: Commonly cited as a low visual-cost setting with good savings on maps with lots of coastline.
+8% FPS

Reflections on ocean and coast tiles consume GPU disproportionately to what they visually add in an overhead strategy view.

Anti-Aliasing (MSAA)

Recommended: Low · Visual impact: Low · Consensus: Lowering it is a common recommendation before touching resolution or textures.
+10% FPS

High MSAA has a high performance cost on this engine due to the large number of hexagonal edges and units. Dropping it to Low keeps the game readable without excessive jaggedness.

Terrain Quality

Recommended: Medium · Visual impact: Imperceptible · Consensus: A low visual-risk setting with moderate returns, frequently found on community optimization lists.
+6% FPS

Terrain detail geometry (rocks, decorative vegetation) is barely noticeable from the usual gameplay camera but still consumes GPU on large maps.

2. Medium impact settings

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

Texture Resolution

Recommended: Medium · Visual impact: Medium · Consensus: Recommended for entry-level GPUs; on high-end hardware the visual impact is noticeable at close zoom.
+12% FPS

Dropping from High/Ultra to Medium reduces VRAM usage and especially helps on GPUs with less than 4-6 GB, avoiding microstutter when scrolling quickly across the map.

Depth of Field

Recommended: Off · Visual impact: Low · Consensus: Disabling it is common even on powerful setups, out of preference for sharpness, not just performance.
+5% FPS

The blur effect at screen edges during leader cutscenes and city views has a disproportionate cost for what it adds to a strategy game.

Detailed City Views

Recommended: Medium · Visual impact: Medium · Consensus: Cited in optimization guides for large games as one of the settings with the best FPS-to-visual-impact ratio.
+10% FPS

Controls the detail level of buildings and districts rendered on the map. In Huge games with dozens of cities this setting has a notable impact on both FPS and turn loading time.

SSAO

Recommended: Low · Visual impact: Low · Consensus: A setting commonly lowered in the "balanced" configurations recommended by the community.
+7% FPS

Ambient occlusion shading adds depth to districts and units but is dispensable in the predominant overhead view during the match.

Vertical Sync

Recommended: Off · Visual impact: Imperceptible · Consensus: Recommended to disable V-Sync and use the game's own FPS limiter or the GPU's instead.
+0% FPS

Since it's not a game about reflexes, V-Sync only provides tearing-free visuals but adds input lag when panning the map. Disabling it (with FPS cap enabled instead) improves the feel of smoothness when moving the camera.

3. Upscaling (DLSS / FSR / XeSS)

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

No DLSS/FSR/XeSS support

+0% FPS

Civilization VI includes no modern upscaler (neither DLSS, nor FSR, nor XeSS): being a turn-based strategy game that doesn't need sustained 60+ FPS to play well, Firaxis never implemented this technology. There's no way to "enable it" via officially supported mods.

Real alternative: lower the render resolution

+20% FPS

If your GPU struggles on Huge maps with heavy zoom, the honest alternative is lowering screen resolution (or using native Windows/GPU scaling like DSR/VSR in reverse) instead of waiting for an upscaler the game doesn't have. The FPS saving is real but at the cost of text and interface sharpness.

4. Tips by GPU

NVIDIA

  • •Enable "Prefer maximum performance" mode in the NVIDIA control panel to prevent the GPU from downclocking during AI turn wait times.
  • •Civilization VI doesn't benefit from DLSS or Frame Generation: don't enable Reflex/Frame Gen overlays expecting a gain, they don't exist for this title.
  • •With 6 GB or less GPUs, keep textures on Medium to avoid VRAM spikes when opening the city view in Huge matches.

AMD

  • •Disable Radeon Chill if you use it habitually: it can introduce perceptible microstutter during map panning on this engine.
  • •As with NVIDIA, there's no FSR available in the game; ignore any tutorial promising to enable it via driver panel, it doesn't work at the game level.
  • •Force the "High Performance" power profile in Adrenalin for long matches, since consumption fluctuates a lot between the player's turn and the AI's turn.

Intel

  • •On Arc, update to the latest drivers: early versions had noticeable stutter specifically during Civilization VI's camera transitions.
  • •XeSS isn't supported by the game; don't look for it in the graphics menu.
  • •On Intel hybrid-core CPUs (P-cores/E-cores), check in Task Manager that Civ6 runs on a P-core: the scheduler sometimes assigns the main turn thread to an E-core, spiking turn time.

Sistema

  • •The CPU rules: prioritize single-core frequency over core count. A processor with a high boost clock on 1-2 cores will reduce turn time much more than adding extra cores.
  • •Install the game on an SSD (ideally NVMe): loading large save game data and frequent autosaves penalize performance a lot on HDD.
  • •Close third-party overlays (Discord, GeForce Experience, RGB software) during Huge matches: they consume CPU cycles that directly compete with the AI calculation thread.

5. Known game issues

Turn time creep in advanced matches

From around turn 150-200 on Huge maps with 10+ civilizations, wait time between turns can grow to 1-3 minutes, even on powerful hardware, because AI calculation for each civilization and city-state is sequential and poorly parallelized.

Memory leak in very long matches

In sessions of several hours without restarting the game, RAM consumption grows progressively and can cause performance drops or unexpected crashes; restarting the game every 3-4 hours of play mitigates the problem.

Estado: Partially improved in the Gathering Storm expansion patch, but not fully eliminated

Stutter opening the city view with many districts

In highly developed cities (10+ districts), the transition to the city view can cause a noticeable pause while the engine loads and renders all the buildings; lowering "city details" to Medium reduces the problem.

6. Frequently asked questions

Why does my match become extremely slow in advanced turns even though I have a powerful GPU?▾
Because the problem isn't the GPU but the CPU: calculating each AI civilization's and city-state's turn depends almost entirely on the frequency of a single core. A top-tier GPU doesn't accelerate that calculation; what helps is a CPU with a high single-core boost clock and disabling enemy unit animations.
Does it make sense to buy a better GPU just to play Civilization VI?▾
In most cases, no. Unless you play at 4K with everything on Ultra and notice real FPS drops when moving the camera, the bottleneck is almost always the CPU and turn time, not rendering framerate. The money pays off more invested in a fast CPU or an SSD.
Does Civilization VI have DLSS or FSR?▾
No. The game implements no modern upscaler. If you're looking to improve FPS, the real route is lowering graphics settings like shadows, textures, and anti-aliasing, not a scaler the title never supported.
Which setting reduces turn wait time the most in Huge matches?▾
Disabling enemy unit movement animation is by far the change with the biggest impact reported by the community, followed by reducing the number of civilizations/city-states when setting up the match.

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

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Calculate FPS for Sid Meier's Civilization VI →

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

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