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Gothic 1 Remake
Optimization guide · Updated on July 12, 2026

How to improve FPS in Gothic 1 Remake (PC)

Gothic 1 Remake rebuilds the Khorinis penal colony on Unreal Engine 5, with Lumen for global illumination, Nanite for the mining valley's dense vegetation, and virtual shadows across the entire open world. Being a recent 2026 release, there's no broad independent benchmark database or mature community consensus on optimal settings yet: this guide is based on the official requirements published by Alkimia Interactive/THQ Nordic and on the typical behavior of other open-world UE5 titles (shader compilation stutter, Lumen's high cost, Virtual Shadow Maps). We'll refine the FPS percentages as more community data and our own benchmarks become available.

⚠️ Known for: The shader compilation and traversal stutter typical of Unreal Engine 5, plus noticeable framerate drops in the colony's outdoor area and the mining valley when Lumen and virtual shadows are maxed out.
Example with your hardware

This is what you'd gain with a NVIDIA RTX 4060

Without optimization (Ultra)
58 FPS
1080p · Ultra · no DLSS
With this guide applied
~91 FPS
1080p · Recommended settings
+ DLSS Quality
~116 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 +37% free FPS.

Global Illumination (Lumen)

Recommended: Medium or High instead of Epic/Ultra · Visual impact: Medium · Consensus: Estimated, based on Lumen's typical behavior in other UE5 games (2/3 comparable sources); still pending verification with our own benchmarks
+15% FPS

Lumen recalculates indirect lighting in real time and is one of the most demanding systems in UE5. Dropping from Epic to High or Medium noticeably reduces GPU load with a moderate loss of quality in reflections and indirect lighting.

Virtual Shadow Maps / Shadow Quality

Recommended: Medium · Visual impact: Low · Consensus: Estimated, based on UE5 (open world with dense vegetation); no game-specific benchmarks yet
+10% FPS

UE5's virtual shadows offer very precise shadows but are expensive, especially with dense environmental vegetation. Dropping to Medium slightly softens shadow edges without affecting visual readability much.

Vegetation Distance / Foliage

Recommended: Medium-High · Visual impact: Low · Consensus: Estimated, based on UE5 with Nanite and a dense open world; still needs to be cross-checked against community data
+8% FPS

Nanite handles vegetation geometry, but foliage rendering density and distance still consume GPU and CPU during asset streaming. Slightly reducing distance improves performance in the mining valley's wooded areas.

Post-Processing (motion blur, depth of field, vignette)

Recommended: Disable motion blur and depth of field · Visual impact: Imperceptible · Consensus: Estimated, standard practice in UE5 games; small but consistent gain in other similar titles
+4% FPS

These effects add little to gameplay, cost GPU resources, and many players turn them off out of visual preference as much as for performance.

2. Medium impact settings

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

Nanite / Geometric Detail

Recommended: High (do not go below High except on very limited hardware) · Visual impact: Medium · Consensus: Estimated, based on Nanite's generic behavior in UE5; no game-specific data yet
+6% FPS

Nanite virtualizes geometry and usually scales well, but in very dense colony scenes it can still weigh on the GPU budget. Dropping from Epic to High frees up some performance with a perceptible visual impact on rock and structure detail.

Reflections (Lumen Reflections / Screen Space)

Recommended: Medium · Visual impact: Medium · Consensus: Estimated, based on UE5; still pending validation from the community
+7% FPS

Lumen-based reflections add extra rendering cost on top of global illumination. Dropping to Medium reduces noise on water and metallic surfaces in the mine in exchange for more frames.

Texture Resolution

Recommended: High (adjust based on available VRAM) · Visual impact: Low · Consensus: Estimated, standard practice in open-world UE5 games; especially recommended on GPUs with limited VRAM
+3% FPS

With less than 8GB of VRAM, dropping texture resolution one notch avoids streaming stutter and occasional framerate drops without sacrificing too much sharpness.

Anti-Aliasing (TSR)

Recommended: TSR at Medium quality or replace with DLSS/FSR in Quality mode · Visual impact: Low · Consensus: Estimated, based on TSR's typical behavior in UE5; it's advisable to prioritize AI upscaling if the GPU supports it
+5% FPS

TSR is UE5's native temporal anti-aliasing; at Epic it's demanding. Dropping it to Medium, or better yet replacing it with DLSS/FSR/XeSS in Quality mode, improves both performance and sharpness at the same time.

3. Upscaling (DLSS / FSR / XeSS)

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

DLSS (NVIDIA)

+30% FPS

On RTX GPUs, DLSS in Quality mode usually offers the best balance between sharpness and performance in UE5 games. If the GPU supports DLSS Frame Generation (RTX 40/50), it can double perceived FPS in GPU-bound scenes, though it doesn't reduce input latency.

FSR (AMD)

+25% FPS

FSR 3/3.1 works on any recent GPU (NVIDIA, AMD, Intel) and in Quality mode offers a noticeable FPS gain. Image reconstruction is slightly less sharp than DLSS in motion, especially in the game's dense vegetation.

Native TSR / XeSS

+18% FPS

TSR is Unreal Engine 5's own upscaler and works on any hardware without relying on specific drivers; XeSS offers similar results with better performance on Intel Arc GPUs. Both are valid alternatives if DLSS or FSR aren't available.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality mode before touching graphics settings: it usually gives more FPS than lowering Lumen or shadows.
  • •On RTX 40/50, only try Frame Generation if you're already starting from a stable base of 50-60 real FPS, to avoid increasing perceived latency.
  • •Keep Game Ready drivers updated: the first few months after launch usually bring UE5-specific performance patches.

AMD

  • •Use FSR 3 in Quality mode as your first optimization step; on RDNA2/RDNA3 cards with tight VRAM, dropping textures one notch avoids streaming stutter.
  • •Check that Smart Access Memory (ReBAR) is enabled in BIOS: on UE5 games with asset streaming it can be felt in smoothness.
  • •If you experience stutter, try capping FPS a few frames below your monitor's max to reduce frametime spikes.

Intel

  • •On Arc GPUs, enable XeSS in Quality mode, which usually performs better than FSR on this type of hardware.
  • •Update to the latest Arc drivers before playing: Intel usually publishes optimization profiles specific to recent UE5 launches.
  • •If you're using a recent-generation Intel CPU, check the P/E core balance in the Windows scheduler if you notice occasional FPS drops.

Sistema

  • •Let the game precompile shaders on startup (if it offers that option) and avoid closing the process during that step: it reduces traversal stutter in your first hours of play.
  • •Install the game on an SSD (NVMe preferred): open-world asset streaming in UE5 is sensitive to disk read speed.
  • •Close overlays and background recording software; in recently released UE5 games these processes can worsen frametime spikes.

5. Known game issues

Shader compilation stutter

As in most UE5 games, micro-stutters can appear when loading new zones or effects for the first time while the engine compiles shaders on the fly. It usually improves after the first few play sessions and with driver updates, but it's a structural engine issue, not just a matter of configuration.

Traversal stutter in the open world

When moving quickly through the colony or the mining valley (on horseback, running, or with fast travel), asset streaming and level generation can cause brief framerate drops. Lowering vegetation distance and using a fast SSD helps mitigate it.

6. Frequently asked questions

Why does Gothic 1 Remake stutter even though my PC exceeds the recommended requirements?▾
It's typical behavior in games built on Unreal Engine 5: the engine compiles shaders and streams open-world assets in real time, which can generate micro-stutters regardless of raw GPU or CPU power. It usually improves with studio patches and updated drivers.
Which setting has the biggest impact on FPS: Lumen, shadows, or vegetation?▾
Based on typical UE5 behavior, Lumen (global illumination) is usually the setting with the greatest performance impact, followed by virtual shadows and vegetation distance. Still, these values are estimates based on other UE5 titles, not confirmed benchmarks of this specific game.
Is it worth enabling DLSS/FSR Frame Generation in Gothic 1 Remake?▾
Only if you already have a stable FPS base (ideally 50-60 real frames) without frame generation. Frame Generation increases the displayed FPS but doesn't reduce input latency, so it can feel 'floaty' if enabled on top of a low base framerate.
Does this guide have exact performance data?▾
Not yet. Since this is a very recent release (2026), the FPS gain percentages in this guide are estimates based on the known behavior of Unreal Engine 5 in other open-world games, not our own benchmarks of Gothic 1 Remake. We'll update the guide with real data as soon as we have more testing and community feedback.

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 Gothic 1 Remake →

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

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