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Schedule I
Optimization guide · Updated on July 13, 2026

How to improve FPS in Schedule I (PC)

Schedule I went from an unknown indie project to a viral phenomenon almost overnight, and that rapid growth exposed the technical seams of a Unity engine managed by a small team. The game doesn't stand out for its graphical fidelity but for the simulation underneath: dozens of NPCs with their own routines, a business that grows across properties, employees, and plants, and pathfinding that has to be constantly recalculated. That's why the bottlenecks show up less on the GPU and more on the CPU, especially once the player's empire starts scaling. This guide focuses on the settings that genuinely ease that simulation load without sacrificing the game's visual readability. With modest hardware it's perfectly playable at high FPS if you tweak the right options.

⚠️ Known for: Being a small Unity sim/tycoon game that went unexpectedly viral, whose real bottleneck is AI and NPC pathing, not graphical power.
Example with your hardware

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

Without optimization (Ultra)
63 FPS
1080p · Ultra · no DLSS
With this guide applied
~114 FPS
1080p · Recommended settings
+ DLSS Quality
~146 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 +54% free FPS.

NPC Density

Recommended: Low · Visual impact: Low · Consensus: The community agrees this is the first thing to touch before any graphics option.
+18% FPS

This is the setting with the most real impact in Schedule I because every active NPC in the city runs its own routine and pathfinding logic. Lowering it directly reduces CPU load while barely changing the feel of the city.

Shadow Quality

Recommended: Low · Visual impact: Medium · Consensus: Recommended almost unanimously on forums and Reddit for mid-range PCs.
+12% FPS

Dynamic shadows in Unity are expensive to render when there are multiple light sources in interiors like the lab or houses. Lowering shadow resolution frees up GPU without affecting gameplay.

Draw Distance

Recommended: Medium · Visual impact: Low · Consensus: A popular tweak among players with older CPUs.
+10% FPS

Schedule I's city isn't huge, but rendering distant buildings and vegetation at maximum distance adds unnecessary CPU and GPU cost. Reducing it to a medium level keeps visual orientation while trimming the streaming of less relevant objects.

Anti-Aliasing

Recommended: FXAA · Visual impact: Low · Consensus: Accepted as good enough without noticeably degrading image quality.
+6% FPS

The game's modest visual style doesn't need aggressive smoothing like TAA to look good. FXAA offers a reasonable balance between sharpness and GPU cost.

V-Sync

Recommended: Off · Visual impact: Imperceptible · Consensus: Practically every community guide recommends turning it off and using an external frame cap.
+8% FPS

Being built on Unity, enabling V-Sync can introduce input lag and cap the framerate below what the machine can actually deliver.

2. Medium impact settings

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

Texture Quality

Recommended: Medium · Visual impact: Low · Consensus: Only relevant on GPUs with 4GB of VRAM or less.
+5% FPS

Schedule I's textures aren't especially heavy, but on cards with little VRAM, dropping a notch helps avoid microstutters when loading new city zones.

Post-Processing

Recommended: Low · Visual impact: Medium · Consensus: Many players lower it for aesthetic preference too, not just performance.
+7% FPS

Effects like bloom, vignette, and depth of field consume GPU without adding much to scene clarity, and in dark interiors like the lab they can even make it harder to see objects.

Ambient Occlusion

Recommended: Off · Visual impact: Low · Consensus: A secondary tweak recommended after touching NPC Density and shadows.
+6% FPS

Ambient occlusion adds depth to the corners of properties, but its rendering cost doesn't pay off in a game where lighting is already relatively flat.

Resolution Scale

Recommended: 90 · Visual impact: Medium · Consensus: The recommended option when there's no more room left after lowering other graphics settings.
+9% FPS

With no native DLSS- or FSR-style upscaling available, manually lowering the internal resolution percentage is the most direct way to gain frames on limited GPUs.

3. Upscaling (DLSS / FSR / XeSS)

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

4. Tips by GPU

NVIDIA

  • •Enable Low Latency Mode set to "On" in the NVIDIA control panel to reduce input lag when playing with V-Sync disabled.
  • •Use the NVIDIA control panel's frame limiter instead of the game's own for a more stable FPS cap with less overhead.
  • •No need to force DLSS via the driver: being a shader-light Unity game, native resolution scaling performs better than an unsupported forced upscale.

AMD

  • •Enable Radeon Anti-Lag to compensate for the lack of native FSR reflection support in the game.
  • •Set an FPS cap with Radeon Chill during low-action scenes, like managing inventory, to save power without losing smoothness.
  • •Update to the latest Adrenalin drivers, since Schedule I receives frequent patches that can introduce performance regressions with older versions.

Sistema

  • •Prioritize a processor with good per-core performance over many cores: NPC AI and pathfinding depend more on single-thread speed.
  • •Install the game on an SSD to reduce loading times when entering and leaving the city's various properties and zones.
  • •Close third-party overlays, since in poorly optimized Unity builds these background processes can cause noticeable frame drops during simulation spikes.

5. Known game issues

FPS drops as the business scales

As the player adds more properties, employees, and grow plants, the number of active objects and AI agents grows cumulatively, causing progressive performance drops that depend on the CPU, not the GPU.

Microstutters when generating new zones

The first time you travel to areas of the city not recently visited, Unity's asset streaming can cause small stutters, especially on mechanical hard drives or with Draw Distance set to Ultra.

CPU spikes with many NPCs on screen

In crowded parts of the city, several NPCs recalculating routes at the same time can generate momentary CPU usage spikes that translate into sharp FPS drops.

Estado: v0.3

6. Frequently asked questions

Why doesn't Schedule I have DLSS or FSR?▾
Being an indie project developed by a very small team, no native upscaling technology has been implemented.
Why does the game run worse the further I progress?▾
Because performance depends directly on the number of active NPCs, employees, and grow objects in the world; the more your empire grows, the more CPU load the simulation generates.
Which setting should I touch first if my PC is right at the limit?▾
NPC Density is the setting with the most real impact, since it directly reduces the amount of active AI your CPU has to process.
Does the GPU or CPU matter more in Schedule I?▾
The CPU carries more weight than usual due to the cost of NPC simulation, pathfinding, and business management.

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 Schedule I →

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

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