CheckFPS
HomeFPS CalculatorGPUsCompare GPUsOptimize FPS
The Forest
Optimization guide · Updated on July 13, 2026

How to improve FPS in The Forest (PC)

The Forest has spent eight years piling up vegetation, physics systems for your cabins, and a mutant AI that patrols caves and woods without rest, all on a 2018 Unity engine that never got the polish of its sequel. The result is a game that on paper should fly on any modern PC, but stumbles into microstutters the moment the camera looks toward dense foliage or your trap-and-structure-filled base. Here the bottleneck is almost always the CPU, not the GPU: tree simulation, cannibal AI, and your camp's physics all compete for the same main thread. With the right vegetation, shadow, and draw distance settings you can eliminate most of the hitching without sacrificing the oppressive forest feel that makes the game special. This guide focuses on squeezing CPU and GPU equally, because in The Forest both demand their share.

⚠️ Known for: Constant microstutters when moving through dense vegetation zones, and noticeable FPS drops near bases with lots of built structures and traps.
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
~79 FPS
1080p · Recommended settings
+ DLSS Quality
~101 FPS
1080p · Settings + DLSS
Logo nvidia
amazonAffiliate link

Want the RTX 3050 at the best price?

Check the current price on Amazon.

View on Amazon →

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 +62% free FPS.

Tree Quality

Recommended: Medium · Visual impact: Medium · Consensus: The game's most decisive setting; the community agrees Medium is the sweet spot where most forest stutter disappears.
+18% FPS

Tree quality controls mesh detail and LOD for the entire forest, the heaviest geometric structure in the game. On Ultra, the engine recalculates LODs for thousands of trees with every step, generating CPU spikes that feel like hitching. Dropping it to Medium drastically reduces those recalculations without turning the forest into a flat backdrop.

Grass Density

Recommended: Low · Visual impact: Medium · Consensus: Heavily recommended on optimization forums; almost nobody plays with high density except on high-end rigs.
+14% FPS

Grass and shrubs use simplified wind physics recalculated for every visible blade, which is especially costly in open clearings. Lowering the density reduces the number of instances the CPU has to animate each frame. The visual impact is noticeable up close, but the smoothness gain outdoors more than makes up for it.

Shadow Quality

Recommended: Low · Visual impact: Medium · Consensus: Clear consensus: high shadows are barely noticeable under dense foliage, so most people trim them first.
+12% FPS

Dynamic shadows from thousands of trunks and branches keep recalculating with the game's day/night cycle, and on Ultra they generate a render cost disproportionate to the visual gain. Dropping to Low keeps readable contact shadows in caves and bases without the cost of long-range shadow cascades.

Draw Distance

Recommended: Medium · Visual impact: Low · Consensus: Recommended to lower it almost always, except in coastal areas, where some players prefer to raise it temporarily.
+10% FPS

Controls how far trees and terrain render at full detail before switching to simplified versions. On Ultra it forces the engine to keep full geometry for distant zones that are rarely seen clearly through the foliage. Medium trims that load without generating annoying pop-in in coastal areas where you do have long sightlines.

V-Sync

Recommended: Off · Visual impact: Imperceptible · Consensus: The community recommends turning it off almost unanimously in favor of an external frame limiter.
+8% FPS

V-Sync adds input latency and can double the existing hitching by forcing the game to wait for monitor refresh right when the CPU is already saturated by AI or base physics. Disabling it and using your GPU panel's FPS limiter or an external limiter gives finer, more consistent control.

2. Medium impact settings

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

Anti-Aliasing

Recommended: FXAA · Visual impact: Low · Consensus: A popular middle-ground option; detail purists prefer to keep it off entirely.
+6% FPS

The engine's heavier temporal AA fights against the visual noise of thousands of moving leaves and branches, a scenario where the performance cost rises fast for a marginal gain. FXAA smooths the most obvious edges at minimal cost, though it introduces some general softening of the image.

Water Quality

Recommended: Medium · Visual impact: Low · Consensus: Most players lower this setting without noticing a relevant difference outside beach areas.
+5% FPS

Water quality affects reflections and wave simulation for the coast and the island's internal rivers, areas you'll visit often while gathering resources. On Ultra it adds real-time reflections that hurt framerate outdoors near the coast without adding much during normal exploration.

Texture Quality

Recommended: High · Visual impact: Imperceptible · Consensus: Safe to keep high except on hardware with limited VRAM; the FPS impact is minimal.
+4% FPS

Unlike vegetation, textures depend mostly on VRAM and barely touch the CPU, so keeping them high preserves the sharpness of trunks, rocks, and structures without hurting framerate on most cards with 6GB or more. Only worth lowering on GPUs with very limited memory.

Ambient Occlusion

Recommended: Off · Visual impact: Low · Consensus: Recommended to disable in most configurations, especially on mid-range cards.
+6% FPS

Ambient occlusion adds contact shading between branches, leaves, and structures, but in an environment with so much organic geometry its computational cost skyrockets for an effect that's partially hidden by the already-active dynamic shadows. Disabling it frees up GPU headroom without it being too noticeable under the forest canopy.

3. Upscaling (DLSS / FSR / XeSS)

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

4. Tips by GPU

NVIDIA

  • •Enable Threaded Optimization in the NVIDIA control panel to help spread AI and physics load across CPU cores.
  • •Use Low Latency Mode "Ultra" only if you manually cap FPS; combined with V-Sync on, it can worsen existing hitching.
  • •Keep Game Ready drivers updated, since several optimizations for older Unity engines like this one arrive via driver profile.

AMD

  • •Enable Anti-Lag to offset the input latency introduced by V-Sync if you decide to keep it on at some point.
  • •Check that Radeon Chill isn't aggressively limiting FPS in static forest scenes, since it can mistake them for low-activity scenes.
  • •Set the performance mode in Radeon Software to "Performance" instead of "Power Saving" during long base-building sessions.

Sistema

  • •Install the game on an SSD: continuous loading of cave zones and vegetation streaming benefit a lot from low access times.
  • •Close third-party overlays (Discord, recorders) during base-building sessions, where the CPU is already maxed out managing structure physics.
  • •If you play multiplayer, keep in mind performance also depends on the host: a very large base on another player's server can cause FPS drops that don't depend on your own hardware.

5. Known game issues

Progressive FPS drops near large bases

The more structures, traps, and objects you place at your camp, the more physics and collision calculations the engine must maintain every frame, causing a cumulative FPS degradation as the playthrough progresses.

Microstutters when generating new vegetation

Entering forest zones not recently visited, tree and shrub streaming can generate brief but noticeable hitching while the game loads geometry and applies the corresponding LOD.

Mutant AI causing CPU spikes in caves

Mutant cannibals navigating the cave systems, with their irregular geometry and multiple possible routes, generate CPU usage spikes that can translate into occasional hitching during underground fights.

6. Frequently asked questions

Why does The Forest hitch even though my PC is powerful?▾
Because the main bottleneck isn't the GPU but the CPU: vegetation simulation, your structures' physics, and mutant AI all run on a 2018 Unity engine that's poorly optimized for multiple cores, so a fast GPU alone doesn't eliminate that hitching.
Is it worth playing with Tree Quality on Ultra?▾
Only if you have a very powerful CPU and prioritize forest aesthetics over smoothness; for most players, dropping to Medium eliminates a good chunk of the microstutters with minimal visual loss.
Why does my base lose FPS the more I build?▾
Every structure, trap, and object adds physics and collision calculations the engine must constantly maintain, so large bases accumulate an ever-growing CPU load as the playthrough progresses.
Does The Forest have DLSS, FSR, or any upscaler?▾
No. Being a 2018 title on an older version of Unity, The Forest includes no native upscaling technology like DLSS, FSR, or XeSS; all performance gains must come from adjusting graphics settings and hardware.

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 The Forest →

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

EnebaGame keys on sale

Upcoming games, cheaper with an official key.

  • Assassin's Creed Black Flag Resynced

    Assassin's Creed Black Flag Resynced

    View on Eneba →

  • Halo: Campaign Evolved

    Halo: Campaign Evolved

    View on Eneba →

  • Beast of Reincarnation

    Beast of Reincarnation

    View on Eneba →

  • The Sinking City 2

    The Sinking City 2

    View on Eneba →

  • Resonance: A Plague Tale Legacy

    Resonance: A Plague Tale Legacy

    View on Eneba →

  • Star Wars Zero Company

    Star Wars Zero Company

    View on Eneba →

  • The Blood of Dawnwalker

    The Blood of Dawnwalker

    View on Eneba →

  • Halloween: The Game

    Halloween: The Game

    View on Eneba →

  • Warhammer 40,000: Dawn of War IV

    Warhammer 40,000: Dawn of War IV

    View on Eneba →

  • Silent Hill: Townfall

    Silent Hill: Townfall

    View on Eneba →

Affiliate link

FPS in the most searched games

  • Forza Horizon 6

    Forza Horizon 6 FPS

    Racing

  • Gothic 1 Remake

    Gothic 1 Remake FPS

    Action RPG

  • Subnautica 2

    Subnautica 2 FPS

    Survival

  • 007 First Light

    007 First Light FPS

    Action-Adventure

  • Pragmata

    Pragmata FPS

    Action-Adventure

  • EA Sports FC 26

    EA Sports FC 26 FPS

    Sports

  • ARK: Survival Ascended

    ARK: Survival Ascended FPS

    Survival

  • Final Fantasy VII Rebirth

    Final Fantasy VII Rebirth FPS

    RPG

  • Call of Duty: Warzone

    Call of Duty: Warzone FPS

    Battle Royale

  • Cyberpunk 2077

    Cyberpunk 2077 FPS

    RPG

Performance of the most searched GPUs

  • NVIDIARTX 406055 FPS
  • NVIDIARTX 306048 FPS
  • NVIDIARTX 305035 FPS
  • NVIDIARTX 507092 FPS
  • NVIDIARTX 4060 Ti62 FPS

CheckFPS

CheckFPS was created by Lluis Enric Mayans, a PC hardware and graphics performance specialist. 200+ games, 135 GPUs, and real benchmark data to help you make better decisions.

200+ games · 135+ GPUs · 141+ CPUs

Legal

  • Privacy Policy
  • Legal Notice
  • Cookie Policy

Useful Links

  • Contact
  • About Us

Data sources & methodology

  • How we calculate FPS
🇪🇸Español🇬🇧English🇧🇷Português🇩🇪Deutsch🇫🇷Français

As an Amazon Associate and Eneba affiliate, CheckFPS earns from qualifying purchases. This does not affect our recommendations or performance estimates.

© 2026 CheckFPS. All rights reserved.