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Shadow of the Tomb Raider
Optimization guide · Updated on July 13, 2026

How to improve FPS in Shadow of the Tomb Raider (PC)

Shadow of the Tomb Raider closes out Lara Croft's reboot trilogy with the Foundation engine pushed to its limit: dense jungles in Peru and Mexico with volumetric vegetation that sways with the wind, underground tombs lit almost entirely by Lara's torch, and one of the earliest shadow ray tracing implementations, added via a post-launch patch. It's a game that punishes the CPU in open jungle zones due to the sheer number of simulated plant objects, and punishes the GPU indoors because of dynamic lighting and volumetric effects. With the right tuning of vegetation, shadows, and the resolution-scaling options (including DLSS in the updated versions), it's perfectly playable at a stable 60 FPS even on mid-range hardware like an RTX 3050.

⚠️ Known for: Vegetation density in the open jungle zones (Paititi, the opening jungle) is the game's biggest performance hog, followed by the volumetric smoke, fog, and dust effects in the tombs, and by the shadow ray tracing Eidos Montréal added months after the original launch, which carries a considerable performance cost when enabled.
Example with your hardware

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

Without optimization (Ultra)
43 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 +49% free FPS.

Vegetation

Recommended: Medium · Visual impact: Medium · Consensus: It's the best-value setting in the game: dropping from Ultra/High to Medium recovers 15-20% FPS in jungle exteriors, with a visual loss you'll barely notice outside of direct comparisons.
+18% FPS

Controls the density and draw distance of the volumetric vegetation covering the jungle zones of Peru and Mexico. On Ultra, the Foundation engine renders extra layers of grass and foliage that generate simultaneous CPU and GPU load.

Pure Hair

Recommended: Off · Visual impact: Low · Consensus: Community and benchmarks agree on turning it off or leaving it at Normal on mid-range GPUs; full hair physics only pays off in static screenshots.
+8% FPS

The TressFX simulation of Lara's hair consumes a disproportionate amount of GPU for its visual impact, especially in scenes with wind and water where it constantly recalculates physics.

Screen Space Reflections (SSR)

Recommended: Low · Visual impact: Low · Consensus: Recommended to lower to Low unless you're after fidelity in underwater scenes, where the visual impact is a bit more noticeable than in the rest of the game.
+7% FPS

Screen-space reflections are noticeable mainly in the water areas of rivers and cenotes; on High/Ultra the rendering cost doesn't pay off compared to Low.

Tessellation

Recommended: Medium · Visual impact: Imperceptible · Consensus: Low-risk setting: the community flags it as one of the most "free" sliders in terms of FPS recovered per unit of visual loss.
+6% FPS

Affects the geometric detail of rocks and irregular surfaces in the tombs; the jump from Medium to Ultra is barely perceptible except in close-ups of rocky terrain.

Anti-Aliasing

Recommended: FXAA · Visual impact: Low · Consensus: On mid-range GPUs, FXAA or TAA at a slightly higher render resolution (if using DLSS) is recommended over SMAA 4x, which is the most demanding mode.
+10% FPS

The game's native SMAA/TAA has a higher cost than in other Foundation-engine titles due to the amount of fine detail in leaves and branches; FXAA is cheaper though somewhat less sharp.

2. Medium impact settings

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

Shadows

Recommended: High · Visual impact: Medium · Consensus: Dropping from Ultra to High keeps the tomb atmosphere nearly intact and frees up a noticeable performance margin indoors, which are the zones where the game suffers the biggest FPS drops.
+14% FPS

The dynamic shadows from Lara's torch in the underground tombs are one of the elements that consume the most CPU and GPU simultaneously, since they're recalculated in real time with every flicker of the flame.

Ray-Traced Shadows

Recommended: Off · Visual impact: High · Consensus: Only recommended on an RTX 3060 Ti or above; on an RTX 3050 the FPS hit is too big for the visual benefit, which is only clearly noticeable in torch-lit tomb areas anyway.
+25% FPS

Added via patch after the original launch (it wasn't available on day one), shadow ray tracing improves shadow contact and softness inside tombs, but has one of the highest performance costs of the RT catalog of its era.

Ambient Occlusion

Recommended: Normal · Visual impact: Low · Consensus: A common pick in optimization guides: Normal offers a much better balance than Ultra for mid-range hardware.
+9% FPS

Ambient occlusion on Ultra adds an extra contact-shadow pass on vegetation and stone structures that is very costly for the actual visual improvement.

Volumetric Effects

Recommended: Medium · Visual impact: Medium · Consensus: Lowering to Medium keeps the dark, dusty tomb feel without the cost of full volumetric resolution; it's one of the most recommended settings alongside vegetation.
+12% FPS

The tombs use fog and volumetric dust lit by the torch to reinforce the atmosphere; on Ultra, the resolution of these volumes doubles and GPU cost grows non-linearly.

LOD Distance

Recommended: Medium · Visual impact: Low · Consensus: Medium is the sweet spot recommended by most technical comparisons, since Ultra is barely noticeable unless you're staring straight at the jungle horizon.
+8% FPS

Controls the distance at which maximum-detail models and textures load in the open jungle zones; on Ultra, long-distance asset streaming adds constant load to the CPU.

3. Upscaling (DLSS / FSR / XeSS)

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

DLSS (Quality)

+35% FPS

Shadow of the Tomb Raider was one of the first games to include DLSS, and it later received an update with an improved version of the algorithm that fixed much of the blur and vegetation ghosting present in the original implementation. In Quality mode it's the recommended option for the RTX 3050 at 1440p, since it reconstructs fine leaf and branch detail well.

DLSS (Balanced)

+45% FPS

A good balance of sharpness and performance for 1080p/1440p on entry-level GPUs; the jungle's dense foliage especially benefits from AI upscaling compared to the game's simple resolution scaling.

Native Dynamic Resolution

+15% FPS

The game includes its own dynamic resolution system (no AI) that adjusts the render resolution in real time to maintain a target FPS; it's a valid alternative on AMD or Intel GPUs without access to DLSS, though with lower image quality than AI upscaling.

No FSR/XeSS Support

+0% FPS

Shadow of the Tomb Raider doesn't include native support for AMD FSR or Intel XeSS; on AMD or Intel Arc GPUs the only available scaling route is manually lowering the render resolution or using the game's native dynamic resolution.

4. Tips by GPU

NVIDIA

  • •Enable DLSS in Quality or Balanced mode before touching anything else: on an RTX 3050 it's the single setting with the highest FPS return in the game.
  • •Avoid shadow ray tracing below an RTX 3060 Ti; the performance cost doesn't pay off against rasterized shadows on High.
  • •Use the NVIDIA overlay (Alt+Z) to confirm DLSS is actually active, since in some versions of the game the menu doesn't reflect the change until you restart the level.

AMD

  • •With no native FSR, use the game's internal dynamic resolution combined with Radeon Anti-Lag to keep a sense of smoothness in jungle zones.
  • •Lower vegetation to Medium and shadows to High as a first step: these are the two settings that penalize mid-range AMD GPUs the most in open jungle scenes.
  • •Update to the latest Adrenalin drivers: Shadow of the Tomb Raider had several RDNA-specific compatibility patches for volumetric-fog interiors.

Sistema

  • •Dense vegetation in the Peru and Mexico zones also loads the CPU, not just the GPU: on 4-core processors it's common to see FPS drops in open jungle even when the GPU isn't at 100%.
  • •Install the game on an SSD if possible: the underground tombs continuously load high-resolution textures as Lara advances with the torch, and on HDD micro-stutters are frequent.
  • •Close third-party overlays (Discord, GeForce Experience, MSI Afterburner) during climbing sequences, where the game already reserves a good chunk of VRAM for asset streaming.

5. Known game issues

Stuttering when entering tombs with the torch

It's common to experience a sudden FPS drop or micro-stutter when crossing the threshold between jungle exteriors and tomb interiors, caused by the simultaneous switch in lighting systems (from dynamic sunlight to torch lighting) and the loading of new textures. It affects HDD-based systems more.

Estado: Partially mitigated in post-launch patches, but persists to a lesser degree on entry-level hardware.

Ghosting with DLSS in the original version

The initial 2018 DLSS implementation produced noticeable ghosting or trailing on moving vegetation and on Lara's hair during combat, especially with fast camera movement.

Estado: Significantly fixed with the DLSS model update Eidos Montréal rolled out following the broader adoption of DLSS 2.x across the Foundation engine catalog.

Performance drop with shadow ray tracing enabled

Shadow ray tracing, added via patch and not present at original launch, causes disproportionate FPS drops compared to other RT titles of the same generation, especially in tombs with multiple light sources.

6. Frequently asked questions

Does Shadow of the Tomb Raider have DLSS?▾
Yes. It was one of the first games to include DLSS in 2018, and later received an update to the reconstruction algorithm that notably improved sharpness and reduced vegetation ghosting compared to the original version.
Is it worth enabling shadow ray tracing on an RTX 3050?▾
No. Shadow ray tracing was added via patch after launch and has a very high performance cost for what it delivers visually. On an RTX 3050 it's more efficient to leave it off and use shadows on High along with DLSS enabled.
Why does the game run worse in the jungle zones than in the tombs?▾
The dense vegetation in the Peru and Mexico zones, especially in Paititi, forces the Foundation engine to simulate and draw an enormous number of individual plant objects moving with the wind, which loads both CPU and GPU at once. The tombs, while more demanding on lighting, have more contained spaces.
Does it support AMD FSR or Intel XeSS?▾
No, Shadow of the Tomb Raider doesn't include native FSR or XeSS. On AMD or Intel Arc GPUs the only scaling alternative is the game's own dynamic resolution or manually lowering the render resolution.

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

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