The best starting point for The Last of Us Part I on PC is the High preset, with DLSS Quality on supported GeForce RTX GPUs or FSR Quality on AMD, Intel, and non-RTX hardware. Keep textures at High only while the in-game VRAM meter has comfortable headroom. If performance is unstable, lower shadows, draw distance, and screen-space effects before dropping the entire preset. If the VRAM meter approaches its limit, lower texture quality instead.
There is no universal best preset: resolution, GPU speed, VRAM capacity, CPU performance, driver version, game build, and target frame rate all matter. The aim is stable frame times in demanding outdoor areas—not the highest average FPS in a quiet corridor.
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Quick recommended settings
| Target | Preset | Upscaling | Textures | Shadows | Draw distance | Frame cap |
|---|---|---|---|---|---|---|
| 1080p, 60 FPS | High | DLSS or FSR Quality | High if VRAM allows; Medium on limited-VRAM cards | Medium–High | Medium | 60 FPS or a stable display target |
| 1440p, 60–90 FPS | High | DLSS or FSR Quality; Balanced if necessary | High with sufficient VRAM | Medium | Medium | 60, 72, or 90 FPS |
| 4K, 60 FPS | High | DLSS/FSR Quality or Balanced | High or Ultra only with headroom | Medium–High | Medium | Stable 60 FPS |
| Steam Deck or handheld | Auto | FSR Quality where available | Use the device profile | Auto or Medium | Auto or Medium | 30 or 40 FPS if 60 is unstable |
The exact FSR version exposed by the game depends on the hardware, driver, and build. Naughty Dog’s July 3, 2025 version 1.1.5 notes added FSR 4 support for compatible AMD Radeon GPUs and state that the displayed FSR version is based on driver information. Check your launcher for the newest available build rather than assuming version 1.1.5 is still current. Official patch notes
Before changing the graphics settings
- Update the game through Steam or its launcher.
- Install the newest GPU driver from NVIDIA, AMD, or Intel.
- Restart Windows after installing the driver. Naughty Dog specifically recommends restarting before launching the game.
- Launch the game and allow shader compilation to finish. A rebuild can occur after a game update or driver change.
- Enable Options → HUD → Performance.
- Set a sensible cap under Options → Display → Framerate Cap.
- Select your resolution and refresh rate, then begin with High or Auto.
Do not judge performance while shaders are still compiling. If the game requests a restart after compilation or an update, restart it before tuning settings.
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Why VRAM matters more than the preset name
The Last of Us Part I can place unusually high demands on graphics memory. In TechSpot’s launch-period testing, the game used more than 12GB of VRAM at 1080p Ultra, around 10GB at 1440p High, and just under 10GB at 1080p High. Those are measurements from a particular game version, driver set, test system, and scene—not an official universal requirement.
The same testing found that an 8GB RTX 3070 could suffer roughly 20-FPS 1% lows in a demanding scene while a 16GB RX 6800 was around 80 FPS. The comparison demonstrates why average FPS can look acceptable while gameplay still hitches. Read TechSpot’s benchmark data.
Use the resource meter as a warning system:
- VRAM safely below the limit: tune GPU-heavy settings such as shadows and reflections.
- VRAM near the limit or in the red: lower texture quality, especially dynamic object, character, environment, and effects textures.
- High average FPS but hitching: inspect 1% lows and frame-time consistency rather than raising the preset.
The best settings, explained
Upscaling
Start with the highest-quality upscaling mode that reaches your target. Use DLSS Quality on a supported GeForce RTX card. DLSS is not available on GTX hardware. Use FSR Quality on AMD, Intel, and non-RTX GPUs, selecting the version your game and driver expose.
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Move to Balanced only when Quality cannot deliver a stable target. Performance mode can improve FPS, but it lowers internal rendering resolution and can make foliage, fine geometry, and character detail look soft. If the image looks blurry, return to Quality before increasing the whole preset.
Textures
Textures primarily consume VRAM rather than determining every part of GPU rendering speed. Keep them High when the meter allows it. Lower them to Medium when the meter is near its limit or when you see streaming-related hitching. Raising textures is not a universal solution for a blurry image if the real cause is aggressive upscaling.
Shadows
Shadows are often one of the strongest performance levers. Lower shadow quality, resolution, and distance before sacrificing character or environment detail. PCGamesN reported up to 15 additional FPS from lowering shadows to Low in its test system, but also noted the visible reduction in image quality; that result should not be generalized to every GPU or patch.
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Draw distance
Medium is a sensible compromise. It reduces the cost of distant geometry and shadows while usually preserving the important detail close to the player. It is particularly useful when indoor areas are smooth but outdoor foliage-heavy sections cause drops.
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Keep both on High when possible. These settings affect the close-up presentation of characters, scenes, and geometry and are often a better place to preserve quality than shadows or distant detail.
Screen-space reflections and ambient-occlusion effects
Keep reflections and related screen-space effects enabled initially. If the GPU is fully loaded while VRAM remains safe, reduce or disable them. Ambient occlusion can add depth but is less important than retaining stable frame times.
Texture filtering and effects
Leave texture filtering high unless you are diagnosing a very limited GPU. Reduce effects and screen-space options when GPU utilization is consistently high. Do not lower every option at once: change one group, retest, and keep the changes that improve frame times without an unacceptable visual cost.
Best settings by VRAM capacity
| VRAM | Practical starting point |
|---|---|
| 6GB or less | High or Medium depending on resolution; Medium textures, Quality or Balanced upscaling, and conservative shadows. Expect compromises. |
| 8GB | Treat High as the ceiling to test. Use Medium textures if stutter appears, especially at 1440p or above. Avoid Ultra as a default. |
| 10GB | High is more realistic at 1080p and 1440p, but Ultra can still be risky in demanding scenes. |
| 12GB | High should offer useful headroom; carefully tuned Ultra may work, but capacity alone does not guarantee stable performance. |
| 16GB or more | More texture headroom, not automatically higher FPS. GPU rendering speed and CPU limits still determine the target. |
These are practical tiers, not hard requirements. A laptop GPU is not equivalent to a desktop GPU with the same model number, and a newer patch or different scene can change memory behavior.
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How to fix stuttering and crashes
If the VRAM meter is full
- Lower dynamic object textures.
- Lower character, environment, and visual-effects textures.
- Drop from Ultra to High if several texture categories are elevated.
- Keep a frame-rate cap below the unstable peak.
- Retest in an outdoor or foliage-heavy area.
If FPS is low but VRAM is safe
- Lower shadow quality, shadow resolution, and shadow distance.
- Set draw distance to Medium.
- Reduce screen-space reflections and ambient-occlusion effects.
- Move DLSS or FSR from Quality to Balanced.
- Use a fixed frame-rate target instead of chasing the highest uncapped number.
If shaders repeatedly rebuild
Confirm that the game and driver are current, allow compilation to complete, and follow Naughty Dog’s official PC support guidance. Do not delete caches at random. Naughty Dog lists repeated shader building and high VRAM as separate support issues.
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If the game crashes during compilation or launch, try High or a lower preset, close memory-intensive background applications, and rebuild shaders only after updating the game and driver. CPU limits, shader compilation, asset streaming, VRAM pressure, and driver behavior can all produce different kinds of stutter.
How to test whether settings are stable
- Wait for shader compilation to finish.
- Enable the in-game performance display through Options → HUD → Performance.
- Test a demanding outdoor area rather than a quiet corridor.
- Record average FPS, 1% lows, frame-time consistency, and VRAM use.
- Change only one setting group at a time.
- Repeat the same section after every change.
For external captures, CapFrameX and NVIDIA FrameView can record frame data across graphics-card brands. A stable 60 FPS is preferable to an uncapped 80-FPS average with severe drops and hitching.
Steam Deck and handheld PCs
The Last of Us Part I became Steam Deck Verified with patch 1.1.0, according to Naughty Dog’s FAQ. Start with the device’s Auto graphics profile and FSR Quality where available. Handheld displays, power limits, and thermals make consistency more valuable than chasing 60 FPS.
If 60 FPS is unstable, a 30-FPS or 40-FPS cap can feel better than an erratic 45–60 FPS range, depending on the display. Avoid aggressive upscaling or extremely low settings if they make the image visibly muddy. Some settings may be restricted by the Verified configuration.
Do you need an SSD?
An SSD is recommended for faster loading and for handling this large installation, but it does not magically fix a GPU bottleneck, VRAM overflow, shader compilation, or every traversal hitch. If the game is installed on a hard drive, moving it to an SSD can improve loading behavior and general asset handling. It is not a substitute for the correct graphics settings.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.When Ultra makes sense
Use Ultra only when the GPU has substantial VRAM headroom, the resource meter is comfortably below its limit, and frame-time testing remains stable in demanding areas. The visual gains are subject to diminishing returns, while the memory cost can be substantial. Ultra is a poor default for 8GB cards: launch-period testing found more than 12GB of VRAM use at 1080p Ultra.
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If your hardware is the limiting factor
First try High, Quality upscaling, targeted shadow reductions, and lower textures when the VRAM meter is the problem. If an 8GB card still produces texture-related stutter after sensible tuning, a modern GPU with at least 12GB of VRAM may provide more headroom, but GPU speed, power limits, laptop-versus-desktop design, and price also matter. Do not treat old benchmark results as a current product recommendation.
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Frequently Asked Questions
Can an 8GB GPU run The Last of Us Part I?
Yes, but use High as a starting ceiling, keep textures at Medium if stuttering occurs, and avoid Ultra by default. Test 1% lows and VRAM use rather than average FPS alone.
Is DLSS better than FSR?
Use DLSS Quality on supported RTX cards and FSR Quality on other hardware. Image quality varies by mode, scene, driver, and GPU, so test Quality first and compare the result in motion.
Why does lowering resolution not fix stutter?
If the cause is VRAM pressure, shader compilation, CPU limits, or asset streaming, lower output resolution may not remove the hitch. Check the VRAM meter, shader status, CPU load, and frame-time graph.
Should I cap the game at 30, 40, or 60 FPS?
Choose the highest target the system can hold consistently in demanding areas. A stable 30 or 40 FPS is preferable to an unstable 60 FPS, especially on handheld hardware.
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