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Lords of the Fallen 2
Optimization guide · Updated on July 13, 2026

How to improve FPS in Lords of the Fallen 2 (PC)

Lords of the Fallen 2 is the continuation of Hexworks' (CI Games) dark gothic-world soulslike, built once again on Unreal Engine 5 with Lumen for dynamic global illumination and Nanite for the massive geometry of its ruined cathedrals, rotten forests, and impossible architecture. The saga keeps its most ambitious technical trademark: the 'Umbral,' a mirror dimension rendered simultaneously with the real world that the player can cross at any moment, effectively doubling much of the lighting, shadow, and geometry load visible on screen. That double rendering, combined with the vegetation density and volumetric fog that define the game's tone, inherits from the first entry — which launched with notable performance issues and stuttering — the need to keep a close eye on shader compilation and VRAM management.

⚠️ Known for: The simultaneous rendering of two dimensions (the real world and the Umbral), which can potentially double lighting and geometry load spikes when crossing between them, along with the shader-compilation stuttering that already marked the first entry's launch on Unreal Engine 5.
Example with your hardware

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

Without optimization (Ultra)
31 FPS
1080p · Ultra · no DLSS
With this guide applied
~53 FPS
1080p · Recommended settings
+ DLSS Quality
~68 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 +46% free FPS.

Global Illumination (Lumen)

Recommended: Medium · Visual impact: Medium · Consensus: It's the first setting the community recommends to regain FPS headroom without losing too much atmosphere, especially in areas where you frequently cross into Umbral.
+16% FPS

Lumen recalculates the indirect lighting of the gothic cathedrals and the Umbral itself in real time, and having to potentially sustain two simultaneously lit scenes makes it one of the engine's biggest GPU consumers.

Shadow Quality

Recommended: Medium · Visual impact: Medium · Consensus: Lowering it from Ultra to Medium is barely noticeable in combat but frees up consistent FPS headroom, according to players of the first game and the sequel's beta.
+10% FPS

Dynamic shadows over the detailed gothic architecture and dense vegetation are constantly recalculated, and their cost worsens when the Umbral introduces additional light sources that light the same geometry differently.

Volumetric Fog

Recommended: Medium · Visual impact: Medium · Consensus: Recommended to lower it one notch; in motion, the difference between High and Medium is hard to notice while exploring or fighting.
+9% FPS

Volumetric fog is one of the game's visual trademarks of its gothic tone, present in both swamps and forests as well as in the Umbral itself, but its light-scattering calculation is GPU-costly.

Foliage/Vegetation Density

Recommended: Medium · Visual impact: Low · Consensus: Widely recommended on forums to lower it to Medium; the visual impact is smaller than the performance difference would suggest.
+8% FPS

Dense, rotten vegetation in the outdoor areas requires Nanite to manage a lot of instanced geometry at once, a cost that's especially noticeable in large forest zones.

Motion Blur

Recommended: Off · Visual impact: Imperceptible · Consensus: Practically unanimous among genre players: it's always turned off, both for performance and combat readability.
+3% FPS

Motion blur makes it harder to read enemy attack patterns and Umbral transitions, something critical in a soulslike where dodge timing depends on clear visuals.

2. Medium impact settings

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

Texture Quality

Recommended: High · Visual impact: Low · Consensus: Recommended to keep on High except on cards with 8 GB VRAM or less, where lowering it to Medium avoids streaming stutter.
+4% FPS

Armor, architecture, and Umbral environment textures cost mostly VRAM rather than raw compute power, so High is usually enough without needing Ultra.

Nanite/Geometry Detail

Recommended: High · Visual impact: Medium · Consensus: Players report this is one of the settings that sacrifices the least visual quality when lowered one notch from Epic.
+6% FPS

Nanite manages the virtualized geometry of cathedrals, ruins, and Umbral structures, allowing lots of architectural detail without the traditional polygon cost.

Ambient Occlusion

Recommended: Medium · Visual impact: Low · Consensus: A secondary setting recommended to squeeze out extra FPS without meaningful visual sacrifice.
+5% FPS

Reinforces the visual contact between characters and heavily detailed gothic environments, but at Ultra doubles its cost without a perceptible improvement during combat.

Screen Space Reflections

Recommended: Low · Visual impact: Low · Consensus: Lowering it to Low is the recommended sweet spot; at Epic the cost doesn't pay off the visual gain in most scenes.
+5% FPS

Puddled floors, polished surfaces, and the Umbral's own spectral glow generate reflections that are costly to calculate in real time.

Anti-Aliasing (TSR)

Recommended: Medium · Visual impact: Low · Consensus: Recommended to lower one notch if playing at 1440p/4K and chasing the highest possible framerate.
+4% FPS

TSR, Unreal Engine 5's native temporal antialiasing, cleans up the engine's characteristic noise but at its highest level adds a notable sampling cost above 1080p.

3. Upscaling (DLSS / FSR / XeSS)

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

NVIDIA DLSS 3

+32% FPS

Being on Unreal Engine 5, it's expected that Lords of the Fallen 2 will integrate DLSS via NVIDIA's native plugin, especially useful to absorb the cost of rendering the Umbral at 1440p/4K.

AMD FSR 3

+26% FPS

FSR works on any GPU regardless of manufacturer and is the recommended alternative for those without a recent NVIDIA card.

Intel XeSS

+22% FPS

If the game includes Intel's upscaling plugin, XeSS is a viable option on Arc GPUs and also compatible with NVIDIA and AMD hardware.

4. Tips by GPU

NVIDIA

  • •Let the game fully precompile shaders before your first session if it offers that option in the menu; the saga's first entry suffered notable stuttering by skipping this step, and it's reasonable to expect the sequel to follow a similar process.
  • •Use DLSS in Quality or Balanced mode at 1440p/4K to offset the added cost of rendering the Umbral alongside the real world, instead of lowering native resolution.
  • •Keep Game Ready drivers updated; Unreal Engine 5 titles with Lumen usually receive specific optimizations shortly after launch.

AMD

  • •If your GPU is RDNA 2 or older, consider lowering Lumen to Medium instead of Epic, since these cards tend to perform somewhat worse under software global-illumination loads.
  • •Enable FSR in Quality mode if you notice FPS drops specifically when crossing into the Umbral, a moment where GPU load can spike sharply.
  • •Check that Smart Access Memory (Resizable BAR) is enabled in the BIOS, since it usually brings a measurable improvement in Unreal Engine 5 games with lots of Nanite geometry.

Sistema

  • •Install the game on an NVMe SSD; streaming textures and geometry between the real world and the Umbral depends on read speed to avoid popping and hitching when crossing dimensions.
  • •Reserve more VRAM headroom than usual: the possibility of both dimensions keeping data loaded simultaneously can raise video memory usage beyond what its visual appearance suggests.
  • •Expect some shader-compilation stuttering in the first few hours of play and after every major update, common behavior in Unreal Engine 5 that the saga's first entry suffered especially badly at launch.

5. Known game issues

Shader compilation stuttering

The first Lords of the Fallen entry was especially criticized for shader-compilation hitching at launch on Unreal Engine 5; it's reasonable to expect somewhat similar behavior in the sequel during its first weeks and patches, though there's no guarantee it will repeat to the same degree.

VRAM usage spikes when crossing into the Umbral

The mechanic of rendering the real world and its mirror dimension can generate occasional video memory spikes when transitioning between the two, especially noticeable on cards with 8GB of VRAM or less combined with textures on Ultra.

FPS drops keeping the Umbral active in heavily detailed zones

In areas with very ornate gothic architecture, volumetric fog, and dense vegetation, staying in the Umbral for extended periods can accumulate noticeably more lighting and geometry load than the real world, with the corresponding impact on framerate.

6. Frequently asked questions

Does Lords of the Fallen 2 have DLSS, FSR, or XeSS?▾
Being built on Unreal Engine 5, it's expected to include support for these upscaling technologies via the engine's native plugins, though it's worth checking the game's graphics menu to confirm which ones are available in your specific version.
What setting gives the most FPS with the least visual loss?▾
Lowering Global Illumination (Lumen) and Shadow Quality to Medium is usually the most cost-effective change, since both are among the engine's highest GPU costs and their visual impact during active combat is limited.
Why does the game perform worse when I'm in the Umbral?▾
Because the Umbral's dual mechanic means rendering a second dimension with its own lighting and geometry, which adds GPU workload on top of what the real world alone demands.
Will this sequel repeat the first entry's optimization problems?▾
There's no guarantee either way: the first entry had a launch with notable shader stuttering on Unreal Engine 5, but every game and every patch is different. The sensible approach is to watch the first performance reviews after launch and let the game precompile shaders if it offers that option.

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Calculate FPS for Lords of the Fallen 2 →

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

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