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Dying Light 2: Stay Human
Optimization guide · Updated on July 13, 2026

How to improve FPS in Dying Light 2: Stay Human (PC)

Dying Light 2: Stay Human runs on Techland's C-Engine, an engine that combines high-speed parkour with a dynamic day/night cycle that completely changes GPU load: by day you have a dense open world in Villedor, at night waves of infected with active AI and more particles/lighting are added on screen. On top of that there's a ray tracing system (global illumination and reflections) that at launch (2022) was one of the most demanding in the catalog, capable of crushing the framerate even on high-end GPUs if enabled without judgment.

⚠️ Known for: Extremely heavy ray-traced Global Illumination (it was the "RT showcase" of 2022), demanding urban geometry streaming during high-speed parkour, and FPS spikes at nightfall when infected density and nighttime AI kick in.
Example with your hardware

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

Without optimization (Ultra)
27 FPS
1080p · Ultra · no DLSS
With this guide applied
~52 FPS
1080p · Recommended settings
+ DLSS Quality
~67 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 +62% free FPS.

Ray Tracing (Global Illumination and Reflections)

Recommended: Off · Visual impact: High · Consensus: The community agrees it's only worth it on an RTX 4070 or higher with DLSS enabled; in all other cases the cost doesn't justify the visual improvement.
+35% FPS

Dying Light 2's RT GI recalculates indirect lighting across all of Villedor in real time, including the day/night cycle. It's one of the most expensive things the engine does and on mid-range GPUs it can mean losing more than a third of the framerate.

Volumetric Fog

Recommended: Low · Visual impact: Medium · Consensus: Widely recommended to lower to Low or Medium; at Ultra the difference is barely noticeable except in static screenshots.
+12% FPS

Volumetric fog is used a lot in Old Villedor and during dawn/dusk to sell the atmosphere, but its layered calculation is expensive. On Low you lose density but keep the nighttime ambiance.

Shadow Quality

Recommended: Medium · Visual impact: Low · Consensus: Strong consensus: Medium is the sweet spot, Ultra only adds sharper edges to distant shadows.
+10% FPS

The dynamic shadows of NPCs, infected, and urban foliage are constantly recalculated during parkour. Medium keeps ground shadow contact without Ultra's extreme resolution.

Motion Blur

Recommended: Off · Visual impact: Imperceptible · Consensus: Nearly unanimous recommendation in parkour guides: turning it off improves both performance and movement precision.
+3% FPS

With parkour speed, motion blur adds post-processing cost and for many players makes it harder to read jumps and grabs in first person.

Film Grain / Chromatic Aberration

Recommended: Off · Visual impact: Imperceptible · Consensus: Almost always disabled; a small but free gain.
+2% FPS

Purely cosmetic post-processing effects that Techland enables by default to reinforce the game's "found footage" tone, but they add nothing to gameplay.

2. Medium impact settings

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

Global Illumination (without RT)

Recommended: Medium · Visual impact: Medium · Consensus: Medium is considered the best balance; High/Ultra without RT add little relative to their cost.
+8% FPS

Even without ray tracing, the C-Engine's screen-space GI has several quality levels that affect how light bounces in interiors and metro tunnels, areas heavily featured in the main missions.

Texture Quality

Recommended: High · Visual impact: Low · Consensus: Recommended to drop one notch on GPUs with limited VRAM; on cards with 10GB+ you can leave it at Ultra with no penalty.
+6% FPS

Ultra can saturate VRAM on cards with 8GB or less, causing microstutter from streaming instead of a clean FPS drop, something noticeable when crossing quickly between Villedor's districts.

World Density

Recommended: Medium · Visual impact: Medium · Consensus: Lowering to Medium helps a lot to smooth out nighttime FPS spikes without visually emptying the streets.
+7% FPS

Controls how many NPCs, infected, and vegetation elements render simultaneously. It's especially sensitive at night, when infected density spikes.

Anti-Aliasing / Depth of Field

Recommended: TAA · Visual impact: Low · Consensus: TAA on and DoF off is the most recommended combination on optimization forums.
+4% FPS

TAA is the engine's most efficient mode for smoothing the noise from dynamic lighting; Depth of Field adds extra post-processing cost with no real benefit in a fast-paced action game.

View Distance

Recommended: High · Visual impact: Low · Consensus: Most benchmarks agree that the jump from High to Ultra doesn't justify the FPS loss in elevated areas.
+5% FPS

Ultra forces urban geometry streaming at a greater distance, especially costly when climbing rooftops and the engine has to load all of Villedor at once. High keeps the recognizable skyline without that cost.

3. Upscaling (DLSS / FSR / XeSS)

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

NVIDIA DLSS

+40% FPS

Dying Light 2 included DLSS from launch (compatible with Frame Generation in later engine revisions on RTX 40 GPUs). It's the most recommended option on RTX because it combines well with Ray Tracing enabled.

AMD FSR 2

+32% FPS

FSR 2.0 arrived via a post-launch update (it wasn't there day one) and works on any GPU, not just AMD. On Balanced or Quality it's a solid alternative for cards without DLSS.

Intel XeSS

+30% FPS

Also added in a post-launch update. On Intel Arc GPUs it uses the dedicated XMX cores; on non-Intel GPUs it falls back to DP4a mode, with lower quality but still useful.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality mode before lowering native resolution; the game's reconstructor keeps Villedor's texture detail very well.
  • •On RTX 40-series with Frame Generation, keep Ray Tracing at Medium-High: it's the only tier where you can enjoy RT GI without sacrificing parkour smoothness.
  • •Use NVIDIA Reflex (if available) to reduce input lag, important for not missing jumps and grabs at high speed.

AMD

  • •With Ray Tracing enabled on RX 6000/7000 cards, expect a bigger performance drop than on an equivalent NVIDIA GPU.
  • •Prioritize FSR 2 in Quality mode over raising graphics settings; the engine responds better to upscaling than to brute force at high resolutions.
  • •Update to the latest Adrenalin drivers: Techland has released several RDNA2/RDNA3-specific compatibility patches since launch.

Sistema

  • •Install the game on SSD (ideally NVMe): urban geometry streaming during high-speed parkour generates noticeable pop-in on mechanical drives.
  • •Reserve at least 16GB of free RAM; the game has shown memory leaks in long sessions that can lead to stutter or unexpected crashes.
  • •Close overlays and capture software in the background: shader compilation at startup and after changing settings already consumes a fair amount of CPU on its own.

5. Known game issues

Traversal stutter and shader compilation

Especially notorious in Old Villedor and when entering new zones for the first time: the game compiles shaders on the fly, generating micro-hitches during parkour until the cache stabilizes after the first hours of a session.

Estado: Partially improved in updates 1.5+ (2022), but not fully eliminated

Memory leaks in long sessions

Players have reported growing RAM/VRAM usage over runs lasting several hours straight, leading to progressive FPS drops or crashes. Restarting the game every few hours mitigates the issue.

FPS drops at nightfall

The day/night transition suddenly spikes infected spawns and their associated AI, causing a noticeable framerate drop right at the cycle change, more pronounced the higher the World Density setting.

6. Frequently asked questions

Is it worth enabling Ray Tracing in Dying Light 2?▾
Only if you have an RTX 3070 or higher (ideally RTX 40-series with DLSS Frame Generation) and want to prioritize global illumination over framerate. On GPUs below that, the performance cost (up to 35%) doesn't pay off against the visual improvement.
Why does my FPS suddenly drop at nightfall?▾
It's expected engine behavior: as night falls, infected AI activates and their on-screen numbers increase drastically. Lowering World Density to Medium and shadows to Medium smooths out that spike quite a bit.
DLSS, FSR, or XeSS: which should I pick if I have an NVIDIA GPU?▾
DLSS whenever it's available, since it was the technology integrated from launch and is better polished in this engine. FSR and XeSS were added in later patches and are the recommended alternative only if your GPU doesn't support DLSS.
How much VRAM do I actually need to play without issues?▾
With Textures on High and everything else on Medium-High, 8GB is enough at 1080p/1440p. For Ultra at 1440p or 4K, 10GB or more is recommended to avoid the forced streaming that causes microstutter.

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 Dying Light 2: Stay Human →

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

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