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Kingdom Come: Deliverance II
Optimization guide · Updated on July 12, 2026

How to improve FPS in Kingdom Come: Deliverance II (PC)

Kingdom Come: Deliverance II recreates 1403 medieval Bohemia on a very demanding CryEngine build: dense forests, endless farmland, and towns like Kuttenberg packed with NPCs running real-time simulated routines and schedules. Unlike many modern open worlds, load here doesn't depend only on the GPU — the social simulation engine and procedural vegetation weigh heavily on the processor. This guide helps you find the balance between visual fidelity and frame stability, both out in the open countryside and in the busiest urban areas.

⚠️ Known for: FPS drops in large towns and cities (especially Kuttenberg) from simulating dozens of NPCs with active AI and routines at once, combined with Bohemia's forest vegetation density — a CPU bottleneck that no amount of GPU power can fix on its own.
Example with your hardware

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

Without optimization (Ultra)
59 FPS
1080p · Ultra · no DLSS
With this guide applied
~116 FPS
1080p · Recommended settings
+ DLSS Quality
~148 FPS
1080p · Settings + DLSS
RTX 4060 Ti
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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 +48% free FPS.

Shadow Quality

Recommended: Medium · Visual impact: Medium · Consensus: It's the most cost-effective setting in the game according to community testing: the visual difference between High and Medium is much smaller than the performance jump it offers.
+18% FPS

Shadows are the setting with the biggest performance impact in KCD2: they affect the entire field of view simultaneously, from Bohemia's trees to tavern interiors. Dropping from High to Medium drastically cuts GPU cost with a moderate detail loss, mostly noticeable in the edges of distant shadows.

Vegetation Density

Recommended: Medium · Visual impact: Medium · Consensus: Recommended almost unanimously on PC forums: on Ultra, grass extends too far for what it actually adds visually.
+12% FPS

Bohemia's forests use very dense procedural vegetation that hits both CPU (foliage physics) and GPU (grass and bush rendering). Reducing this density frees up notable frames while galloping through wooded areas without the landscape looking empty.

Object Draw Distance

Recommended: High · Visual impact: Low · Consensus: A subtle change that almost no one notices in motion, useful for freeing up extra headroom without sacrificing immersion.
+8% FPS

Controls how far detail like fences, carts, tools, and decorative elements in towns and camps loads. Dropping from Ultra to High is barely noticeable except staring at the horizon, but reduces the engine's streaming load.

Screen Space Reflections (SSR)

Recommended: Medium · Visual impact: Low · Consensus: A secondary setting, but easy to lower without it showing except in close-up water scenes.
+6% FPS

Screen-space reflections show up mostly on water, polished metal, and surfaces wet after rain. At Medium you keep a believable approximation without the extra rendering cost of full resolution at Ultra.

Anti-Aliasing (TAA)

Recommended: High · Visual impact: Low · Consensus: A minor change recommended only if you need to squeeze out the last few frames; on most systems it's not worth lowering further.
+4% FPS

CryEngine's TAA is effective but has a notable render cost at Ultra. Keeping it at High preserves edge stability on foliage and armor chainmail without the extra cost of the maximum level.

2. Medium impact settings

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

Global Illumination (GI)

Recommended: Medium · Visual impact: High · Consensus: A visible change but accepted by most: on Medium, interiors still look atmospheric, especially with torches and candles lit.
+15% FPS

Global illumination recalculates light bounces in real time inside churches, taverns, and castles, and is one of the game's biggest GPU consumers. Dropping to Medium sacrifices some realism in interior shadow depth in exchange for a considerable performance jump.

Volumetrics (fog and god rays)

Recommended: Medium · Visual impact: Medium · Consensus: The community agrees that Ultra barely improves the sense of depth compared to Medium, except in static screenshots.
+10% FPS

Light shafts through trees at dawn and morning fog over the fields are a visual trademark of KCD2, but also a heavy GPU consumer. Medium preserves the overall atmospheric effect by reducing volumetric sampling resolution.

Texture Quality

Recommended: High · Visual impact: Low · Consensus: Only lower it if your graphics card has little VRAM (8 GB or less); with 10 GB or more, Ultra shouldn't cause issues.
+3% FPS

Depends almost entirely on available VRAM rather than compute power. With 8GB of VRAM or less, dropping from Ultra to High avoids micro-hitching from texture swapping when entering detail-heavy towns.

NPC and Crowd Density

Recommended: Medium · Visual impact: Medium · Consensus: Highly recommended by players with mid-range CPUs: the impact on immersion is smaller than it seems, since the streets still feel alive.
+14% FPS

Adjusts how many villagers, merchants, and guards are actively simulated in busy areas like Kuttenberg's marketplace. It's the most direct lever against the CPU bottleneck in towns, since it reduces the number of AI routines calculated per frame.

Ambient Occlusion (SSAO)

Recommended: Medium · Visual impact: Low · Consensus: Clear consensus: the difference between High and Ultra is nearly imperceptible in motion.
+7% FPS

Adds contact shading in corners, under carts, and among vegetation. At Ultra the cost grows disproportionately to the visual improvement, especially in grass-heavy scenes.

3. Upscaling (DLSS / FSR / XeSS)

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

NVIDIA DLSS (Transformer)

+35% FPS

DLSS's Transformer model is the recommended option on RTX GPUs: in Quality mode it reconstructs a sharper image than FSR with a notable performance gain, especially useful in Kuttenberg and other NPC-heavy areas.

AMD FSR 3.1

+30% FPS

Compatible with any DX12 GPU, including NVIDIA and Intel. In Quality mode it offers a good balance, though it introduces somewhat more softening on dense foliage than DLSS.

Intel XeSS

+28% FPS

A solid alternative for GPUs without DLSS support, with better detail reconstruction than FSR on Intel Arc hardware, and reasonable performance on cards from other brands.

Frame Generation

+55% FPS

Available on compatible GPUs, it can push framerate above 120 FPS in open scenes. Adds some input latency, noticeable especially during sword combat, so it's recommended to start from a real base of 60 FPS before enabling it.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Transformer mode from the graphics menu for the best sharpness/performance ratio on RTX 30 and 40 series.
  • •Update to the newest Game Ready drivers: KCD2 has received several NVIDIA-specific performance patches since launch.
  • •On GPUs with 8GB of VRAM or less, avoid combining Ultra textures with the high-resolution Resource Pack to prevent micro-hitching.

AMD

  • •Use FSR 3.1 in Quality mode as a starting point; it's the best-optimized FSR implementation in CryEngine's catalog to date.
  • •Enable Smart Access Memory (Resizable BAR) in the BIOS: on CryEngine it brings a measurable improvement in heavily vegetated areas.
  • •Ryzen CPUs with 3D cache (X3D) make a real difference in Kuttenberg compared to non-cache models, more than any graphics setting.

Sistema

  • •Install the game on an SSD: asset streaming in large towns causes noticeable popping on mechanical drives.
  • •Allocate at least 16GB of RAM; with 8GB the game falls back on the page file and causes hitching when entering and exiting interiors.
  • •Enable the "High performance" power profile in Windows and disable GPU power saving to avoid occasional clock drops during long combat sessions.

5. Known game issues

Streaming hitches when entering towns

When crossing into a large city like Kuttenberg, the engine loads hundreds of NPCs and assets all at once, causing a brief one- or two-second FPS drop, more pronounced on mechanical drives or with less than 16GB of RAM.

Estado: Patch 1.3

CPU bottleneck in crowds

In markets and festivals with dozens of NPCs simulated at once, performance can drop 20-35% compared to the open countryside regardless of the GPU used, since the limit is set by single-threaded AI simulation.

VRAM fluctuations with the high-resolution Resource Pack

The optional high-resolution texture pack can saturate cards with 8GB of VRAM in detail-heavy scenes, causing temporarily blurry textures while the engine reloads the buffer.

Estado: Patch 1.2

6. Frequently asked questions

Why does my FPS drop so much in Kuttenberg but not out in the countryside?▾
Because large cities simulate dozens of NPCs with independent AI routines at once, saturating the CPU on a single thread. It's a processor bottleneck, not a GPU one: lowering graphics settings helps little. What makes the biggest difference is reducing NPC density or upgrading the CPU.
Is it worth enabling DLSS or FSR in Kingdom Come: Deliverance II?▾
Yes, especially in Kuttenberg and other urban areas where upscaling helps offset load spikes. DLSS in Transformer mode offers the best image quality on RTX GPUs; FSR 3.1 is the recommended alternative for other cards.
Which graphics setting has the biggest performance impact?▾
Shadow quality frees up the most FPS, followed by global illumination and vegetation density. Dropping them from Ultra to Medium/High usually recovers between 15% and 25% performance with a moderate visual loss.
How much VRAM do I need to play with high textures?▾
With 8GB of VRAM you can keep textures at High without issues; the optional 4K Resource Pack recommends 10-12GB or more to avoid visible texture swapping in detail-heavy towns.

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 Kingdom Come: Deliverance II →

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

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