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Factorio
Optimization guide · Updated on July 13, 2026

How to improve FPS in Factorio (PC)

Factorio isn't a game measured in FPS in any meaningful way: its engine renders even enormous factories effortlessly, and the counter that actually matters is UPS (Updates Per Second, with a fixed target of 60). The frame rate rarely drops because Wube's engine is written in C++ and hand-optimized over more than a decade of early access; what does collapse in advanced games is UPS, and that isn't fixed by lowering graphics settings, but by redesigning the factory. This guide focuses on how to diagnose and cure simulation bottlenecks in megabases, not on shadow sliders.

⚠️ Known for: Factorio is famous as the textbook example of a game whose performance depends almost entirely on the CPU (single-thread, since deterministic simulation can't be freely parallelized) and on the player's own logical design, not on graphics hardware. Entire communities of "megabase builders" and speedrunners spend hundreds of hours optimizing factory layout — minimizing circuit networks, avoiding poorly signaled trains, reducing the number of active entities per tick — exactly like a programmer optimizes code.
Example with your hardware

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

Without optimization (Ultra)
74 FPS
1080p · Ultra · no DLSS
With this guide applied
~135 FPS
1080p · Recommended settings
+ DLSS Quality
~173 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 +38% free FPS.

Performance overlay (F4 + /toggle-perf-view)

Recommended: On · Visual impact: Imperceptible · Consensus: Unanimous advice on r/factorio and the official Discord: never optimize without measuring first with the timings breakdown.
+0% FPS

Before touching anything, enable the F4 menu with the show-time-usage and show-entity-info options to see exactly which system (logistics, electricity, trains, circuit network) is consuming the most tick time. The /toggle-perf-view command breaks down the cost in milliseconds per category, essential because optimizing blindly in Factorio is usually a waste of time.

Reduce Circuit Network usage

Recommended: Minimize · Visual impact: Imperceptible · Consensus: Frequently cited in megabase guides (Nilaus, KatherineOfSky) as the first place to look when profiling a slow factory.
+15% FPS

Circuit networks (red/green wires, combinators) are among the biggest UPS eaters in megabases because every connection is constantly recalculated. Giant networks connecting hundreds of chests or logic balancers can cost more simulation time than all of the physical production.

Replace very long belts with trains

Recommended: Use trains for long distance · Visual impact: Low · Consensus: A de facto standard in the megabase community since it gained popularity after several community benchmarks.
+10% FPS

Every conveyor belt segment updates every tick to move items, and lines hundreds of tiles long accumulate a considerable simulation cost. Trains, although they look more complex, are much cheaper in UPS because they're only calculated on the track sections they occupy.

Limit biters and aggressive evolution

Recommended: Off · Visual impact: Low · Consensus: A common recommendation in megabase speedrun guides and in Factorio's own official optimization wiki.
+8% FPS

Biter AI, their pathfinding, and base attacks consume CPU cycles proportional to nest size and pollution cloud. In games oriented purely toward building megabases, disabling enemies frees up UPS directly.

Shadow and particle quality

Recommended: Low · Visual impact: Low · Consensus: Consensus that this is the least relevant setting of the bunch; included only for very limited hardware.
+5% FPS

Unlike the rest of the settings on this list, this one does affect rendering FPS (not simulation UPS), and it's only relevant on laptops with modest integrated graphics. On any modern dedicated GPU, Factorio's 2D rendering is never the bottleneck.

2. Medium impact settings

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

Redesign production into modular compact builds

Recommended: Redesign in modular blocks · Visual impact: Low · Consensus: A central pillar of nearly every high-level megabase guide (Nilaus, the KirkMcDonald calculator community).
+20% FPS

The fewer active entities that exist to produce the same amount of output, the lower the simulation cost per tick. Compact designs that maximize productivity per entity directly reduce the number of objects the engine has to update each tick.

Replace filtered inserters with passive-provider design

Recommended: Use passive-provider logistics · Visual impact: Low · Consensus: A frequent recommendation in technical discussions on the official forum about UPS optimization.
+12% FPS

Inserters with circuit conditions require constant evaluation of those conditions. In large bases with thousands of conditioned inserters, that cost adds up. Migrating to passive logistics designs reduces the work per tick.

Audit oversized production

Recommended: Remove redundant lines · Visual impact: Imperceptible · Consensus: Standard practice recommended in megabase-maintenance tutorials from the official Discord community.
+10% FPS

It's common in long games to accumulate duplicate or oversized production lines of intermediate items that are no longer consumed at the expected rate. Using the Production tab to identify surpluses and dismantling redundant lines recovers UPS without sacrificing real output.

Optimize the power grid

Recommended: Consolidate power network · Visual impact: Imperceptible · Consensus: Repeatedly mentioned in performance analyses by Factorio's technical community.
+6% FPS

Every independent electric network the game has to solve separately adds simulation cost. Using too many power switches to segment the network multiplies that cost. Consolidating into one large network is cheaper in UPS.

3. Upscaling (DLSS / FSR / XeSS)

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

4. Tips by GPU

NVIDIA

  • •The GPU barely matters in Factorio: any NVIDIA card from the last 8-10 years sustains 60 rendering FPS with no effort, even in enormous megabases.
  • •Don't enable DLSS or any type of scaling: Factorio is a 2D game with sprites, it has neither support nor any real use for AI-based upscaling.
  • •Use the NVIDIA control panel to cap FPS at 60 and reduce power draw/temperatures, since the engine can render far beyond what's needed with no benefit.

AMD

  • •Just like with NVIDIA, any modern AMD GPU is more than enough for Factorio's rendering.
  • •There's no support for or need of FSR: the bottleneck is never the GPU, so enabling scaling provides no real benefit.
  • •On laptops with integrated AMD graphics, make sure the game runs on the iGPU to save battery, since performance will be identical.

Sistema

  • •The CPU, specifically single-thread performance, is the only component that really determines how far your factory can grow before UPS drops below 60. Prioritize frequency over core count.
  • •Make sure you have enough RAM (16 GB recommended) in megabases with millions of entities: swapping from insufficient memory does cause severe micro-stutter.
  • •Use the /toggle-perf-view command or the Time usage menu (F4) periodically as the factory grows to catch simulation bottlenecks before they become critical.

5. Known game issues

UPS drops in megabases with millions of entities

Beyond a certain size, UPS consistently drops below 60 even on the fastest desktop CPUs on the market, because Factorio's simulation is fundamentally single-thread and deterministic. It's not a bug: it's a structural limit of the engine that the community only tackles by redesigning the factory, not with hardware.

Estado: Partially mitigated by the partial multithreading optimizations introduced in the 1.1.x/2.0 series, but the core production logic remains single-thread.

Fluids and trains generating unpredictable UPS spikes

Poorly designed fluid systems and train networks with deficient signaling can generate occasional simulation cost spikes that aren't proportional to the apparent size of the factory, making diagnosis difficult without using F4's timing breakdown.

6. Frequently asked questions

Why is my factory slow if I have a powerful GPU?▾
Because in Factorio the GPU is almost never the bottleneck. The game is 2D and its rendering is trivial for any modern graphics card. What actually limits performance in advanced games is UPS, which depends on your CPU's single-thread performance and how many entities and how much logic your factory has to simulate every tick.
What is UPS and why is it more important than FPS in this game?▾
UPS measures how many times per second the engine manages to run a complete world simulation cycle. The target is 60, same as FPS, but while FPS depends on graphics rendering, UPS depends on the computational complexity of your factory. In Factorio you can have 300 rendering FPS and only 20 UPS if your base is enormous and poorly optimized.
Does lowering graphics quality help performance in a megabase?▾
Practically not. Lowering shadows, resolution, or effects only improves rendering FPS, which is almost never the problem. If your factory is slow, the real fix lies in reducing simulation complexity: fewer unnecessary circuit networks, long belts replaced by trains, fewer conditioned inserters.
What hardware do I actually need to sustain a megabase with several million SPM?▾
You need to prioritize a CPU with the best possible single-thread performance, since Factorio's simulation can't be freely spread across cores due to its deterministic nature. The GPU is irrelevant beyond an entry-level card, and 16 GB of RAM is recommended to avoid micro-stutter.

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 Factorio →

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

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