
How to improve FPS in Lies of P (PC)
Lies of P transplants the soulslike formula into the steampunk city of Krat, sunk in dark Victorian decay and populated by increasingly aggressive puppet enemies. It runs on Unreal Engine 4 and, unlike other exponents of the genre, arrives on PC with notably solid optimization from day one: shader compilation ahead of the first level, good scaling on mid-range hardware, and simultaneous support for DLSS and FSR 2. Even so, there's room to squeeze extra frames without sacrificing combat readability, where precise parries demand input lag stay in check.
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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 +28% free FPS.
Visibility (Draw Distance)
Controls the distance at which level detail, volumetric fog, and distant objects load in Krat's alleys. It's one of the game's costliest settings relative to its impact.
Motion Blur
Camera and dodge motion blur. Adds nothing gameplay-wise and hurts readability of telegraphed boss attacks.
Anti-Aliasing
The engine's TAA is demanding at high resolutions. Lowering it a notch reduces edge smoothing but keeps the image clean with DLSS or FSR active.
Screen Space Reflections
Reflections on wet floors and polished metal, very present in Krat's steampunk interiors. A notable cost for the real visual payoff.
Volumetric Fog
The volumetric fog atmospheres much of Krat's streets, but its calculation is GPU-expensive in the densest areas.
2. Medium impact settings
Here's where most of the FPS is. Minor visual impact, major performance impact.
Shadow Quality
Dynamic shadows from enemy puppets and urban structures. Ultra enables higher-resolution shadows and more distance range.
Global Illumination
Indirect lighting that gives depth to Krat's gothic interiors and workshops. Its Ultra version uses denser sampling.
Texture Quality
Texture resolution on puppets, weapons, and environments. Depends more on VRAM than raw compute power.
Effects Quality
Sparks, steam smoke, and ergo weapon effect particles. Very present in boss fights with special attacks.
Foliage Quality
Vegetation density in gardens and outdoor areas of the city. Smaller impact than in open-world games due to Krat's more linear design.
3. Upscaling (DLSS / FSR / XeSS)
The biggest gain in the game. Compatible with almost any modern GPU.
NVIDIA DLSS
+35% FPSAvailable since launch, though in its original version (3.1.1) it's notably blurry, especially in Quality mode. It's recommended to swap the DLL for a more recent version (3.5+) if your card allows it, something common in the game's mod community.
AMD FSR 2
+30% FPSA good cross-platform alternative with less aggressive sharpening artifacts than the game's base DLSS. Works well in Quality mode even on NVIDIA GPUs if you'd rather avoid the game's old DLSS.
Native + Sharpening
+0% FPSNo scaling, using the game's internal sharpening. Only recommended on high-end GPUs that already hold your target framerate without upscaling help.
4. Tips by GPU
NVIDIA
- •Enable Reflex if your GPU supports it: it reduces input lag right at the moment of the parry, the mechanic most sensitive to latency in this game.
- •Set the shader cache size to 10GB in the NVIDIA Control Panel to minimize micro-stutter after driver updates.
- •Swap the DLSS DLL for a recent version (3.5+) if you notice a blurry image in Quality mode; it's a widely documented community fix.
AMD
- •FSR 2 in Quality mode usually gives sharper results than the game's outdated base DLSS; use it without hesitation on Radeon GPUs.
- •If you enable FSR 3 Frame Generation, cap base FPS to 60 with the internal limiter first to avoid tearing and keep frame pacing stable.
- •Update to the latest Adrenalin drivers: there were stability improvements specific to UE4 titles with upfront shader compilation.
Sistema
- •Install the game on an SSD: texture and asset streaming between Krat's zones is more aggressive than the average soulslike, and an HDD causes pop-in and micro-stutter on transitions.
- •Close background overlays and recorders; the game uses Denuvo and some users report punctual framerate drops made worse by additional processes.
- •Let the game finish precompiling shaders on startup without interrupting it: that's precisely what prevents compilation stutter mid-combat.
5. Known game issues
Micro-stutter on zone transitions
Some players experience small framerate drops crossing loading doors or entering new areas of Krat, especially on mechanical hard drives or with VRAM maxed out from Ultra textures.
Blurry DLSS in the original release
The DLSS implementation the game ships with uses an old version (3.1.1) that's notably softer than the current standard, especially in Quality mode; swapping the DLL file fixes the issue.
6. Frequently asked questions
Does Lies of P suffer from shader compilation stutter like other soulslikes?▾
Which setting has the biggest performance impact without hurting combat?▾
DLSS or FSR 2 in Lies of P?▾
How many FPS do I need for the parry to feel precise?▾
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Calculate FPS for Lies of P →Calculations based on consensus of technical sources and our own FPS model. More about our methodology →