No Man's Sky Low FPS Fix: Settings, Base Lag and Stutter
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No Man’s Sky low FPS on PC usually comes from four settings — Terrain Tessellation, Planet Quality, Volumetric Effects and Reflections — so lowering those one step and turning on DLSS, FSR or XeSS is the biggest single fix; if FPS only drops at bases or settlements, lower Base Complexity to Enhanced, because big builds cost CPU and GPU time that other settings can’t remove. Match your symptom below, then work that section.

This is one game in our survival and base-building series. The shared mechanism — why placed objects cost CPU time in every building game — is explained in why base building tanks FPS in survival games.
Find your problem first
| What you see | Most likely cause | Go to |
|---|---|---|
| Low FPS everywhere, GPU at 95–100% | Planet, volumetric and reflection settings too high | Fix 1 |
| FPS drops only at your base, a settlement or a busy hub | Base parts drawn and simulated at once | Fix 2 |
| Stutter while flying down to a planet | Terrain generation (CPU) and streaming | Fix 3 |
| Worse since the Cosmos update | Shader rebuild, or a bug fixed in a later patch | Fix 4 |
| Stuck at 30 or 60 FPS | Max FPS or V-Sync limit | Fix 5 |
| Fine for an hour, then gradually worse | Long-session buildup | Why FPS drops after hours of gameplay |
Why No Man’s Sky is demanding
No Man’s Sky builds every planet procedurally as you approach it. That means two different kinds of load: CPU work to generate terrain, creatures and buildings as you fly in, and GPU work to draw atmosphere, clouds, water and lighting once you’re there. The settings below split along that line, which is why “just lower everything” works badly — the stutter on approach and the low FPS on the surface have different fixes.
The game’s 10th anniversary Cosmos update (9 September 2026) is why many players are re-checking performance now. It added DLSS 4.5 and XeSS 3, made base updates asynchronous to reduce hitches in complex builds, fixed several out-of-memory crashes, and fixed a PC-only input latency issue with V-Sync. Hello Games followed it with patches 7.01 through 7.05 (30 September 2026), so update before tuning anything.
Install the game on an SSD. Planet streaming from a hard drive turns every landing into a long hitch.
Fix 1 — The settings that actually move FPS
Change these in Options → Graphics, roughly in order of how much FPS they return:
| Setting | Try | Why |
|---|---|---|
| Upscaling (DLSS / FSR / XeSS) | DLSS Quality or Balanced (RTX), FSR or XeSS (AMD, Intel, GTX) | The cheapest large FPS gain — fewer pixels rendered |
| Terrain Tessellation | Standard | Big GPU cost on planets, and a stutter source on approach |
| Planet Quality | Enhanced | Second-largest planet cost; Ultra adds little you notice in motion |
| Volumetric Effects | Enhanced | Fog, storms and atmosphere — heavy on surfaces |
| Reflections | Enhanced | Costly near water, space stations and glass base parts |
| Shadow Quality | High | Ultra costs more for a small visual gain |
| Base Complexity | Enhanced | See Fix 2 — matters most at bases and settlements |
| GTAO (ambient occlusion) | Standard or Off | Moderate cost, subtle look |
| Texture Quality | Ultra on 8 GB+ VRAM, lower on 4–6 GB | Mostly a VRAM cost, not an FPS cost |
Pick DLSS on an RTX card and FSR or XeSS on AMD, Intel Arc and GTX cards. If you’re not sure which mode, DLSS Quality vs Balanced vs Performance explains the trade-off. Running out of video memory shows up as sudden drops and texture pop-in rather than steady low FPS — how much VRAM you need for gaming covers that.
Fix 2 — Fix FPS drops at bases and settlements
If No Man’s Sky runs fine in space and in the wild but drops at your base, a settlement or a crowded hub, the cause is the number of base parts the game is drawing and updating — the same CPU-bound object load that hits every building game.
Lower Base Complexity
Base Complexity controls how many base parts are drawn at once and at what detail, including other players’ bases and decorations near you.
| Base Complexity | What it does | Use it when |
|---|---|---|
| Ultra | Draws the most parts at full detail | Strong PC, small bases |
| Enhanced | Fewer distant parts, lower detail | The default recommendation for big builds |
| Standard | Only draws base parts very close to you | Weak GPU, or as a test to confirm bases are the problem |
Players report little visible difference between Ultra and Enhanced, and a much larger FPS jump at Standard — with the catch that Standard makes much of a large base invisible until you walk up to it. Use Standard as a diagnosis: if FPS jumps when you switch to it, your base is the bottleneck.
This setting is not the same as the Base Complexity Limit message you see while building. That limit caps how many parts a base can hold; the graphics setting only changes how much of it is drawn.
Make the base cheaper to run
- Update the game. Cosmos made base updates asynchronous specifically to reduce hitches in complex builds.
- Cut decorative lights. Every light source adds lighting cost; large bases often have dozens nobody needs.
- Trim power networks. Long wire runs and many powered machines are extra work every frame.
- Split very large builds. One huge base costs more in one place than two smaller bases you visit separately.
- Expect settlements to cost more. Settlements are full bases with NPCs and buildings; the Cosmos patch notes list CPU optimisations for settlements and base power, which is another reason to update first.
If you play co-op, other players’ builds near you count too. For the wider picture of why object count matters more than graphics in this genre, see why base building tanks FPS in survival games, and for hosted worlds, survival game dedicated server performance.
Fix 3 — Stutter when landing on planets
Hitching as you fly down to a planet is terrain generation, not a weak GPU. The game is building the surface in front of you.
- Terrain Tessellation → Standard. The setting most players find removes the bulk of approach stutter.
- Planet Quality → Enhanced rather than Ultra.
- Set a Max FPS a little below what your PC holds on the surface. Smaller swings between space and ground feel smoother than an unlimited frame rate that keeps crashing down.
- Use an SSD. Streaming from a hard drive is the most common cause of very long landing hitches.
- Close background apps that use CPU — browsers, launchers you aren’t using, and recording software.
Some stutter in the first sessions after an update is shader compilation, which settles once the shaders have been built. If stutter persists across many sessions, see why games stutter and how to clear the shader cache.
Fix 4 — After the Cosmos update
If performance got worse after Cosmos:
- Update to the latest patch. Hello Games released 7.01 to 7.05 between 10 and 30 September 2026, fixing crashes including ones linked to ship summoning, geometry streaming and physics-item memory.
- Verify the game files in Steam (Properties → Installed Files → Verify integrity of game files) or the Xbox app/Microsoft Store.
- Update your GPU driver. If the latest driver is the problem, a clean reinstall helps — see how to clean-install GPU drivers with DDU.
- Remove mods. Mods built for an older version are a common cause of crashes and slowdowns after a big update.
- Re-check your settings. Big updates can add new options (Cosmos added DLSS 4.5 and XeSS 3), so look at the upscaling menu again.
Fix 5 — FPS capped at 30 or 60
A hard cap at exactly 30 or 60 FPS is almost always a limiter, not performance:
- Max FPS — raise it to match your monitor’s refresh rate.
- V-Sync — turn it off and use a frame limit, or use G-Sync/FreeSync. Cosmos fixed a PC-only V-Sync input latency issue, but V-Sync still caps FPS to your refresh rate.
- Laptops — plug in, set Windows to a performance power plan, and make sure the game runs on the dedicated GPU (Windows Settings → System → Display → Graphics). Our best power plan for gaming guide covers the power side.
Frame generation
On RTX 40 and 50 series cards, DLSS Frame Generation raises the FPS counter, and Cosmos added DLSS 4.5 with 5x and 6x multi frame generation. It works best when you already have about 60 FPS before turning it on, and it adds some input latency. It does not fix planet-generation stutter or base CPU load — tune Fixes 1–3 first, then add it if you want smoother motion. For the latency side, see frame generation input lag explained.
Windows settings that help
- Close overlays you don’t use (Discord, GeForce/NVIDIA App, Steam, recording tools).
- Windows Game Mode on, and hardware-accelerated GPU scheduling on if you use frame generation.
- Timer resolution can smooth frame pacing in CPU-heavy games — see the ultimate guide to timer resolution for gaming.
Summary
| Problem | Fastest fix |
|---|---|
| Low FPS on planets | Upscaling on, Terrain Tessellation Standard, Planet Quality Enhanced |
| FPS drops at bases or settlements | Base Complexity Enhanced, fewer lights and powered parts |
| Landing stutter | Terrain Tessellation Standard, SSD, Max FPS cap |
| Worse after Cosmos | Latest patch, verify files, driver update, remove mods |
| Capped at 30/60 | Max FPS, V-Sync, laptop GPU and power plan |
More from the survival and base-building series: why base building tanks FPS in survival games, survival game dedicated server performance, Subnautica 2 low FPS fix and why FPS drops after hours of gameplay.
Frequently asked questions
Why is No Man's Sky so laggy on PC?
No Man's Sky generates every planet on the fly, so flying down to a surface loads the CPU with terrain generation while Planet Quality, Terrain Tessellation, Volumetric Effects and Reflections load the GPU. Lowering Terrain Tessellation and Planet Quality one step and turning on DLSS, FSR or XeSS fixes most low FPS. If FPS only drops at bases or settlements, lower the Base Complexity setting instead.
What does Base Complexity do in No Man's Sky?
Base Complexity is a graphics setting that controls how many base parts are drawn at once and at what level of detail, including other players' bases and decorations. Ultra draws the most and costs the most at large builds. Enhanced is the sensible middle, while Standard gives the biggest FPS gain but only draws base parts very close to you. It is separate from the Base Complexity Limit, which caps how much you can build.
Why does my FPS drop at my base in No Man's Sky?
Every placed part, light, power line and machine in a base has to be tracked and drawn, so big multi-level bases and busy settlements cost both CPU and GPU time. The Cosmos update (September 2026) made base updates asynchronous to reduce hitches in complex builds, so update first. Then lower Base Complexity to Enhanced and cut decorative lights and parts you don't need.
How do I fix stuttering when landing on planets in No Man's Sky?
Planet-approach stutter comes from the game generating terrain as you descend, which is CPU work. Set Terrain Tessellation to Standard and Planet Quality to Enhanced, install the game on an SSD, and set a Max FPS your PC can hold. Some stutter right after a big update is shader compilation and settles after the first few sessions.
Does frame generation help in No Man's Sky?
On RTX 40 and 50 series cards, DLSS Frame Generation raises the FPS counter, and the Cosmos update added DLSS 4.5 with 5x and 6x multi frame generation. It works best when you already have around 60 FPS before turning it on. It does not remove planet-generation stutter or base CPU load, and it adds some input latency, so tune the normal settings first.