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Total War: Warhammer III
Optimization guide · Updated on July 13, 2026

How to improve FPS in Total War: Warhammer III (PC)

Total War: Warhammer III pushes the Total War Engine 4 to its limit with massive battles where thousands of individually animated units can fight at once, giant monsters, and spells that flood the screen with particle effects. On top of that there's a turn-based campaign map that, in advanced games with many active factions, can slow down AI turn processing. The result is a game with two completely different performance profiles coexisting in the same title. Optimizing well means understanding which of the two bottlenecks you're actually suffering from. Here are the settings that really make a difference in both scenarios.

⚠️ Known for: It's infamous for FPS crashes in large battles with multiple 20-unit stacks per side and spells on screen, plus increasingly slow AI turns as the campaign progresses.
Example with your hardware

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

Without optimization (Ultra)
31 FPS
1080p · Ultra · no DLSS
With this guide applied
~64 FPS
1080p · Recommended settings
+ DLSS Quality
~82 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 +70% free FPS.

Unit Size

Recommended: Medium · Visual impact: Medium · Consensus: It's the first setting the whole community recommends to unlock FPS in large battles without sacrificing the epic feel.
+25% FPS

This is the single highest-impact setting in the whole game: it reduces the number of individual soldiers the engine has to animate and simulate per unit on the battlefield. Dropping from Ultra to Medium in battles with several full stacks can mean the difference between 30 and 60 FPS. It directly affects both CPU load (animation, collisions) and GPU load (model rendering).

Battle Effects (Particle Quality)

Recommended: Medium · Visual impact: Medium · Consensus: Strongly recommended to lower in any army with heavy magic support, where the impact is greater than in purely melee battles.
+15% FPS

Controls the density and resolution of spell, fire, smoke, and explosion particle effects generated by magical factions like Kislev or Cathay's Grand Cathedrals. In fights with several active casters at once, this setting on Ultra can cause sharp framerate drops. Dropping it to Medium keeps the visual spectacle while reducing simultaneous particle load.

Shadow Quality

Recommended: Medium · Visual impact: Low · Consensus: Consensus setting with low visual impact and high performance impact, especially on mid-range GPUs.
+12% FPS

Dynamic shadows for thousands of moving units are one of the most expensive tasks for the GPU in the Warscape engine. Reducing shadow resolution and range frees up VRAM and graphics bandwidth without it being too noticeable on the battlefield, where the camera is usually pulled back.

Ambient Occlusion

Recommended: Off · Visual impact: Low · Consensus: The community agrees it's one of the most expendable settings when chasing FPS stability in massive battles.
+8% FPS

Ambient occlusion adds subtle shading at the contact points between units and terrain, but in scenes with thousands of animated models its cost multiplies inefficiently. Disabling it is barely noticeable during active combat and frees up valuable frames at the most demanding moments.

Vegetation Quality (campaign map)

Recommended: Low · Visual impact: Low · Consensus: Especially recommended in long campaign playthroughs (turn 100+) where the map gets saturated with factions and armies.
+10% FPS

On the campaign map, detailed vegetation in every visible region adds a constant render load that competes with AI turn processing. Dropping it to Low speeds up both camera movement and wait times between turns in advanced games with many factions.

2. Medium impact settings

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

Unit Detail

Recommended: Medium · Visual impact: Medium · Consensus: Second most recommended setting after Unit Size to free up FPS in full-army battles.
+10% FPS

Determines the level of detail in textures and models for each individual soldier, including monsters and unique hero units. On Ultra, with thousands of units on screen, VRAM usage and render cost skyrocket. Medium keeps a good look at typical combat camera distances without the cost of extreme close-ups.

Water Quality

Recommended: Medium · Visual impact: Low · Consensus: Low visual impact except in static screenshots near water, so it's recommended to lower it without hesitation.
+6% FPS

Reflections and water simulation on maps with rivers or coastlines add a constant render cost that's rarely noticed amid the heat of battle. Reducing it to Medium frees up GPU on the most demanding water maps without visibly degrading the combat scene.

Anti-Aliasing

Recommended: Medium · Visual impact: Medium · Consensus: A setting with a visible but acceptable impact for most, especially at 1440p and 4K where jaggies are already less noticeable.
+8% FPS

Edge smoothing in scenes with thousands of animated silhouettes and overlapping particle effects is especially costly for the GPU. Dropping from High/Ultra to Medium reduces jagged unit edges without penalizing framerate as much as the engine's higher settings.

Draw Distance (units and terrain)

Recommended: Medium · Visual impact: Medium · Consensus: Recommended in open-field battles with many units deployed over a wide area, less relevant in tight sieges.
+7% FPS

Controls how far enemy units and terrain detail render on the battlefield. On open maps with several active flanks, dropping it to Medium reduces simultaneous draw load without affecting close-range tactical readability.

3. Upscaling (DLSS / FSR / XeSS)

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

4. Tips by GPU

NVIDIA

  • •Enable optimal performance mode in the NVIDIA Control Panel to prioritize FPS over quality in the driver.
  • •Update to the latest Game Ready drivers, since Creative Assembly and NVIDIA have released several performance-specific patches for Warhammer III.
  • •On GPUs with limited VRAM (8GB or less), avoid raising Unit Detail and Shadow Quality together to prevent memory saturation in large battles.

AMD

  • •Use Radeon Software to enable Radeon Chill limited to battles, avoiding power savings hurting load spikes in massive fights.
  • •Verify you have the latest Adrenalin drivers installed, since the Warscape engine has historically had more stability issues on AMD than NVIDIA cards.
  • •If you notice sharp drops during sieges, disable Anti-Lag and try again: in some cases it generates microstutter with this particular engine.

Sistema

  • •Total War: Warhammer III benefits enormously from CPUs with good per-core frequency, since unit pathfinding and AI don't scale well across many cores.
  • •Install the game on an SSD: load times between campaign turns and asset streaming in large battles improve noticeably over an HDD.
  • •Close background applications that use CPU, especially during AI turn processing in advanced campaigns, where every free core helps shorten the wait.

5. Known game issues

AI turn slowdown in advanced campaigns

From turn 80-100 onward, with many factions and armies active on the map, AI turn processing time can lengthen considerably, causing waits of several seconds between turns.

FPS drops with area spells in multiplayer battles

In online battles with several casters from factions like Kislev, overlapping particle effects can cause occasional framerate drops even on powerful rigs, due to network sync being added on top of the graphics cost.

Stuttering when new units load on screen

When new reserves or reinforcements enter contact in large battles, some users report brief hitching while the engine loads the animations and textures of the newly visible units.

Estado: Update 5.2

6. Frequently asked questions

Why does my FPS only drop in large battles and not the rest of the game?▾
Because the engine has to individually animate and render every soldier in every deployed unit. With several full 20-unit stacks per side, the game can be simulating several thousand models at once, something that doesn't happen on the campaign map or in menus. Dropping Unit Size and Unit Detail is the most effective way to recover FPS in these situations.
Is it worth lowering resolution to gain FPS in massive battles?▾
Before touching resolution, try Unit Size, Battle Effects, and Shadow Quality first: they're the settings that free up the most FPS without sacrificing image sharpness. Resolution is only worth lowering if you're still below your target FPS after adjusting these.
Why do AI turns get so slow in advanced games?▾
The more active factions and armies exist on the map, the more AI, diplomacy, and movement calculations the engine must resolve each turn. It's mainly a CPU issue unrelated to graphics settings: a CPU with good per-core frequency helps mitigate it, but doesn't eliminate it entirely in very long campaigns.
Does Total War: Warhammer III have DLSS or FSR?▾
No. Unlike other recent titles, Total War: Warhammer III includes no scaling technology like DLSS, FSR, or XeSS. All performance must be optimized by adjusting the Warscape engine's native graphics parameters.

Want to know exactly how many FPS YOUR PC will get?

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Calculate FPS for Total War: Warhammer III →

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

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