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Sea of Thieves
Optimization guide · Updated on July 13, 2026

How to improve FPS in Sea of Thieves (PC)

Sea of Thieves uses a proprietary Rare engine whose biggest resource consumer isn't geometry or textures (the cel-shaded style keeps assets relatively light), but real-time water simulation: the ocean is calculated with real wave physics, not animated textures or cheap normal maps. This means performance drops noticeably during storms, Kraken/megalodon events, and Tall Tales with adverse weather, moments when the water mesh deforms with much higher resolution and frequency. On top of that, naval combat with several ships, cannon fire, and simultaneous explosions generates CPU spikes from physics and network sync.

⚠️ Known for: Real-time-calculated ocean wave simulation (not textures) that spikes during storms and Kraken events, combined with multi-ship naval combat that saturates the CPU through physics and networking.
Example with your hardware

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

Without optimization (Ultra)
48 FPS
1080p · Ultra · no DLSS
With this guide applied
~93 FPS
1080p · Recommended settings
+ DLSS Quality
~119 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 +43% free FPS.

Water Draw Distance

Recommended: Medium · Visual impact: Low · Consensus: It's the setting most cited by the community on Reddit and Rare forums as the biggest performance-to-visual-cost trade-off in this game.
+12% FPS

Draw distance in Sea of Thieves doesn't just affect fog and distant islands: it also determines how many segments of the ocean mesh get simulated with full physics around the ship. Lowering it from Far to Medium reduces load significantly.

Shadow Quality

Recommended: Medium · Visual impact: Low · Consensus: Consistently recommended in community optimization guides as a safe setting to lower.
+8% FPS

The dynamic shadows from sails, masts, and vegetation on islands generate a fair amount of load on mid-range GPUs. Lowering to Medium softens edges but is barely noticeable during regular gameplay.

Screen Space Reflections (SSR)

Recommended: Off · Visual impact: Medium · Consensus: A controversial setting: part of the community avoids touching it because the water is the game's visual signature, but it's objectively the biggest gain after draw distance.
+10% FPS

Full-screen reflections on the water are responsible for a large part of the ocean's cinematic sheen, but also for a significant portion of the rendering cost, especially during storms where the surface reflects rays and lightning.

Anti-Aliasing

Recommended: Medium · Visual impact: Low · Consensus: Standard setting recommended in nearly every performance guide for lower-mid-range GPUs.
+6% FPS

High-quality TAA smooths the edges of sails and rigging better, but at Medium the visual impact is minimal at 1080p/1440p while recovering a useful FPS margin on limited GPUs.

Vegetation & Island Density

Recommended: Medium · Visual impact: Low · Consensus: Especially recommended for players who spend a lot of time at Outposts and Tall Tale islands, where prop density is high.
+7% FPS

Reduces the density of grass, palm trees, and small objects on islands, which are rendered with simple wind physics. In naval combat near shore this setting avoids micro-stutter.

2. Medium impact settings

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

Render Resolution

Recommended: 90 · Visual impact: Medium · Consensus: Community benchmarks show that lowering resolution gains more FPS in this game than in most others, precisely because water dominates the per-pixel cost.
+15% FPS

Sea of Thieves doesn't expose a direct slider to lower the fidelity of the ocean mesh: overall render resolution is the most effective indirect lever, since it proportionally reduces the cost of calculating and shading every point of the water surface.

Cloud Quality & Volumetric Weather

Recommended: Medium · Visual impact: Medium · Consensus: Specifically recommended for players doing Tall Tales with frequent storms or the Fort of the Damned, where weather is nearly constant.
+9% FPS

Rare's volumetric cloud system, much praised visually, is also responsible for framerate drops during storms and the day-night cycle when there are many moving cloud layers.

Foam & Spray Density

Recommended: Medium · Visual impact: Medium · Consensus: Mentioned in technical guides as the setting that helps the most specifically during naval combat, not calm sailing.
+8% FPS

The foam generated by the ship's bow and the splashes from cutting through waves use a particle system directly tied to the water physics simulation. In naval combat with several ships moving fast, this multiplies.

Particle Effects

Recommended: Medium · Visual impact: Medium · Consensus: Highly recommended by competitive PvP players who prioritize frametime stability over fidelity in the heat of battle.
+10% FPS

Combat with 3-4 ships firing cannonballs, barrel fuses, and simultaneous gunpowder explosions generates one of the biggest punctual load spikes in the game. Lowering particle quality reduces that spike without affecting normal sailing.

Global Illumination

Recommended: Medium · Visual impact: Medium · Consensus: One of the most debated settings: many veterans feel it's worth keeping at High for the game's iconic sunsets, but on limited GPUs it's one of the first to sacrifice.
+11% FPS

Indirect lighting affects how sunlight and moonlight bounce off the water surface and the sails, an effect central to the game's visual identity but costly. Lowering it to Medium reduces shading cost without losing the read of the time of day.

3. Upscaling (DLSS / FSR / XeSS)

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

NVIDIA DLSS

+20% FPS

Sea of Thieves has had native NVIDIA DLSS (Super Resolution) support since 2023, with good image quality given the game's cel-shaded style, which hides typical reconstruction artifacts well. It's the recommended option on RTX GPUs.

AMD FSR 2

+18% FPS

FSR 2 is available natively and works well on any GPU, including NVIDIA and Intel. It's the recommended alternative if you don't have an RTX, with somewhat more sharpness loss than DLSS especially in the detail of moving water.

Intel XeSS

+15% FPS

Intel XeSS is also natively supported. On non-Intel GPUs it uses the DP4a mode (less optimal than the XMX mode on Arc), so DLSS or FSR are usually preferable unless you're playing on an Arc GPU.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality or Balanced mode before touching graphics settings: it's the performance improvement with the lowest visual cost available in this game.
  • •In the NVIDIA Control Panel, force the power mode to Maximum Performance to avoid clock drops during long storms.
  • •Enable Reflex if your GPU supports it: it reduces input latency in naval combat with many ships, where frametime is more irregular due to physics and particle spikes.

AMD

  • •Use FSR 2 in Quality mode as your first optimization option; the game's cel-shaded style disguises FSR's reconstruction artifacts well.
  • •In AMD Adrenalin, enable Radeon Anti-Lag during naval combat to offset the frametime spikes generated by simultaneous cannon fire and explosions.
  • •Check that Radeon Chill isn't aggressively limiting FPS during calm sailing, since it can be mistaken for low-action scenes despite the active water simulation running in the background.

Sistema

  • •Sea of Thieves depends more on the CPU than its aesthetic suggests: water physics, ship simulation, and network sync in sessions with many visible players/ships load CPU cores constantly.
  • •Install the game on SSD: loading times between fast travel and respawns benefit noticeably, and island textures load with no visible popping while sailing fast.
  • •Close third-party overlays during Kraken events or storms: these moments already generate CPU/GPU spikes and an active overlay can cause additional micro-stutter right at the worst moment.

5. Known game issues

Severe FPS drops during storms and Kraken events

It's the most-reported performance issue in the game: when the ocean mesh switches to calculating large waves with full physics, many mid-range GPU systems suffer drops of 15-25 FPS compared to calm sailing. It's not a one-off bug but a direct consequence of the real-time water simulation's design.

Micro-stutter in naval combat with 3+ ships

When several ships firing cannonballs converge with impact/sinking physics active at once, frametime becomes irregular from the simultaneous load of physics, particles, and network sync, more noticeable on 4-6 core CPUs.

High VRAM usage at high resolutions with reflections enabled

With Screen Space Reflections on High and 1440p/4K resolution, VRAM usage can approach the limits of 6-8GB cards, causing stuttering from texture swapping in long sessions.

Estado: Partially mitigated in the 2024 engine optimization updates, though the consumption pattern persists on limited hardware.

6. Frequently asked questions

Why do my FPS drop only when there's a storm or the Kraken appears?▾
Because Sea of Thieves's ocean isn't an animated texture but a real-time wave physics simulation. Under normal conditions the engine calculates gentle, cheap waves; during storms and special events the mesh churns with much higher resolution and frequency, which spikes GPU load.
Is it worth disabling water reflections (SSR) to gain FPS?▾
It's one of the settings with the highest FPS return in the game, but also the one that most changes its visual identity, since the ocean's sheen and reflections are Sea of Thieves's most recognizable visual signature. If your priority is stability in combat or storms, it's worth lowering.
Are DLSS or FSR worth it in a cel-shaded game like this one?▾
Yes, and they actually work especially well here: Sea of Thieves's cel-shaded style and flat colors disguise image reconstruction artifacts much better than a photorealistic game. DLSS on Quality is the best option on RTX GPUs; FSR 2 is a solid alternative on any other card.
Why does the game freeze for an instant during big naval combats?▾
Combat with several ships generates simultaneous spikes of physics, particles, and network traffic. On low- or mid-range CPUs these spikes coincide and cause punctual micro-stutter, even if your GPU has plenty of headroom.

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 Sea of Thieves →

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

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