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No Man's Sky
Optimization guide · Updated on July 12, 2026

How to improve FPS in No Man's Sky (PC)

No Man's Sky (Hello Games) is an open-world space exploration game with procedural generation: every planet, creature, plant, and star system is calculated on the fly from mathematical algorithms, not pre-built assets. After nearly ten years of free updates (Waypoint, Worlds Part I and II, Voyagers...) the proprietary engine has gained DLSS, FSR, and XeSS support, an optional VR mode, and multiplayer with persistent bases, but it still carries CPU spikes from generating terrain in real time.

⚠️ Known for: The famous micro-stutters when entering a planet's atmosphere or landing: the engine has to procedurally generate terrain, vegetation, and collisions in real time, causing CPU usage (and disk load) spikes right at the moment of the space-to-surface transition, even on powerful rigs.
Example with your hardware

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

Without optimization (Ultra)
62 FPS
1080p · Ultra · no DLSS
With this guide applied
~98 FPS
1080p · Recommended settings
+ DLSS Quality
~125 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 +36% free FPS.

Terrain Tessellation

Recommended: Low · Visual impact: Medium · Consensus: It's the setting most cited by the community for reducing micro-stutter when landing; the visual impact is most noticeable on very rugged surfaces.
+12% FPS

Controls the geometric detail of procedural terrain. On Low it uses standard terrain with flat textures instead of vertex displacement, which greatly reduces CPU/GPU load while generating planets.

V-Sync

Recommended: Off · Visual impact: Imperceptible · Consensus: Several Steam threads report less stutter when disabling it completely, even forcing it off from the NVIDIA control panel.
+8% FPS

Disabling vertical sync (both in-game and in the GPU control panel) removes the artificial frame limiter and reduces input lag, especially when flying between atmosphere and space.

Motion Blur

Recommended: Off · Visual impact: Low · Consensus: Small but consistent gain; the community recommends turning it off almost unanimously.
+3% FPS

Motion blur adds post-processing cost without contributing anything gameplay-wise; in a game with fast flight and constant camera turns, it also makes quite a few players motion sick.

Shadow Resolution

Recommended: Medium · Visual impact: Medium · Consensus: One of the sliders with the best FPS gained / perceived visual loss ratio, according to optimization guides.
+7% FPS

Dynamic shadows in procedurally generated outdoor areas are one of the engine's most expensive effects. Dropping from Ultra/High to Medium noticeably reduces GPU load without losing much detail from typical play distance.

Vegetation Density

Recommended: Medium · Visual impact: Low · Consensus: Recommended especially on "lush" planets, where the frame rate drops more than on desert or icy planets.
+6% FPS

Controls how many plants and procedural objects are rendered per square meter on the surface. Reducing it eases both CPU (position calculations) and GPU (draw calls) load on planets with lots of plant life.

2. Medium impact settings

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

Real-Time Reflections

Recommended: Low · Visual impact: Medium · Consensus: A reasonable trade-off; the water is still recognizable but loses sharpness in the reflections.
+5% FPS

Reflections on water and metal surfaces use screen-space reflections; on Low the internal resolution of these reflections is reduced.

Volumetric Effects (fog/clouds)

Recommended: Medium · Visual impact: High · Consensus: One of the settings with the most visual impact on the list; only recommended to lower if your hardware is limited.
+6% FPS

Dense volumetric fog and clouds in some biomes (acid storms, radiation) are expensive to render in layers. Dropping to Medium keeps the planet's atmosphere recognizable while reducing cost.

Anti-aliasing (TAA)

Recommended: Medium · Visual impact: Low · Consensus: With upscaling enabled, lowering native TAA is barely noticeable and frees up some extra performance.
+4% FPS

The default temporal smoothing is demanding at high resolutions. Dropping it one notch frees GPU without introducing too much aliasing, especially if DLSS/FSR is already in use (which brings its own smoothing).

Ambient Occlusion

Recommended: Medium · Visual impact: Low · Consensus: Minimal visual difference playing in third person outdoors, more noticeable only in very detailed interiors.
+4% FPS

Ambient occlusion adds contact shading in caves, bases, and ship interiors; on Medium the effect is kept indoors (where it's most noticeable) while reducing cost in procedural outdoor areas.

Terrain Draw Distance

Recommended: Medium · Visual impact: Medium · Consensus: Recommended on mid-range CPUs, where long-distance terrain generation is the main bottleneck.
+5% FPS

Determines how far detailed procedural terrain is generated and rendered before switching to simplified versions (LOD). Reducing it eases CPU and GPU load on mountainous planets.

3. Upscaling (DLSS / FSR / XeSS)

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

DLSS (NVIDIA)

+30% FPS

Available from RTX 20 series onward. In Balanced mode it offers the best sharpness-to-performance ratio; in Quality mode it's barely distinguishable from native.

FSR (AMD/cross-platform)

+25% FPS

Works on any GPU (NVIDIA, AMD, or Intel). FSR in Balanced mode is the default setting recommended by the community; in scenes with heavy procedural terrain detail it can show a bit more ghosting than DLSS.

XeSS (Intel, compatible with other GPUs)

+22% FPS

An alternative to FSR on non-Intel GPUs, with better fine-detail reconstruction than FSR in most comparisons, though somewhat more demanding to compute.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Balanced or Quality instead of raising native resolution; the procedural engine benefits more from lowering pixels to render than from brute force.
  • •On RTX 40 series, frame generation lets you play with everything on Ultra + DLSS Quality while keeping over 60 stable FPS at 1440p.
  • •If persistent stutter appears with Frame Generation, try capping FPS with RTSS instead of the game's internal limiter.

AMD

  • •Use FSR in Balanced as a starting point; on recent RDNA3/RDNA4 GPUs it can noticeably improve image stability in procedural vegetation.
  • •AMD GPUs without native frame generation can use third-party tools to get unofficial frame generation.
  • •Drop terrain tessellation to Low: on AMD GPUs the cost of this option tends to be higher than on NVIDIA equivalents.

Sistema

  • •Install the game on an SSD (ideally NVMe): procedural generation constantly reads and writes terrain cache, and an HDD amplifies the micro-stutters when landing.
  • •Close overlays and background recorders; CPU spikes during planet generation leave little headroom if processes are competing for cores.
  • •If you use mods or manual graphics config edits, tune the streaming threads to your CPU's number of physical cores to better distribute the load.

5. Known game issues

Micro-stutters when entering the atmosphere or landing

The jump from the space view to surface terrain generation causes a very characteristic CPU spike, consistently reported on Steam forums since launch. Lowering terrain tessellation and vegetation density reduces the effect, but doesn't fully eliminate it on any hardware.

FPS drops in heavily built bases

Bases with hundreds of construction pieces generate a rendering and collision load that scales poorly, especially in multiplayer when visiting elaborate bases belonging to other players.

Estado: Partially mitigated in the Worlds Part II update with base-object streaming optimizations

6. Frequently asked questions

Why does the game stutter when I land on a planet?▾
It's the engine itself generating terrain, vegetation, and collisions in real time right at the atmospheric transition. Dropping terrain tessellation to Low and playing from an SSD noticeably reduces the effect, though it's a known engine behavior and doesn't disappear completely.
What graphics setup gives the most FPS without losing too much?▾
Terrain tessellation on Low, shadows on Medium, vegetation density on Medium, and V-Sync disabled, combined with DLSS/FSR in Balanced mode, is the base the community recommends for gaining FPS without the game losing its visual identity.
Is No Man's Sky more CPU or GPU demanding?▾
It depends on the moment: procedural terrain generation and heavily populated bases depend mainly on the CPU, while shadows, volumetrics, and resolution depend on the GPU. Overall, the GPU remains the more decisive component for holding stable FPS.
Is it worth enabling DLSS or FSR in No Man's Sky?▾
Yes. Upscaling is one of the best cost/benefit performance improvements in the game: in Balanced mode you recover between 25% and 30% of FPS with a sharpness loss that's barely noticeable during exploration or flight.

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 No Man's Sky →

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

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