The Last of Us Part 1 Stuttering Fix: Stop Shader Hitching on PC
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The Last of Us Part 1 stutters mainly from shader compilation and VRAM pressure — so the fix is to let the shader build finish, match texture settings to your actual VRAM, and cap your frame rate, not to lower every graphics setting. On first launch the game builds a large shader cache; play before it finishes and you get hitching as shaders compile on the fly, and maxed VRAM forces constant streaming that spikes frame times. This guide diagnoses the cause and works through the settings that actually smooth frame delivery.

Most of the stutter is shaders compiling and VRAM at its limit. A finished shader cache and textures sized to your card fix the bulk of it.
First, diagnose by frame time
Don’t change settings blind. Turn on a frame-time graph — RivaTuner Statistics Server (RTSS) or an in-game FPS overlay — and watch what the spikes line up with:
- A one-time hitch the first time a new effect, weapon, or area appears → shader compilation. It should not repeat once that shader is cached. This is the classic launch-window stutter.
- Texture pop-in plus frame-time spikes, VRAM near maxed → you’re VRAM-limited. Drop textures one notch.
- GPU pinned at 99% and frame rate low everywhere → you’re GPU-bound; lower settings or resolution, or use upscaling.
- Random spikes unrelated to what’s on screen → background apps, driver, or a Windows-side culprit (see the last section).
Most players see the first two patterns. That tells you the fix is the shader cache and VRAM headroom, not blanket low settings.
Let the shaders finish building
This is the most important step in the whole port. When you first launch the game — and again after any GPU driver update — it shows a “Building shaders” step. Let it complete fully before you start playing:
- On slower CPUs this can take several minutes. Leave it. Every shader it builds now is one that won’t compile mid-firefight as a stutter later.
- If you skip into gameplay early, the remaining shaders compile the first time each effect appears, which reads as hitching for your first hour or two.
- If stutter persists after a driver change, clear the shader cache so the game rebuilds it cleanly, then let it finish again — a half-built or stale cache is a common cause of repeated hitching. See clear shader cache to fix stuttering for the how.
A completed shader cache running from an SSD removes the majority of this game’s stutter on its own.
Size textures to your VRAM
The Last of Us Part 1 is memory-hungry, and maxed VRAM is the second big stutter source. The graphics menu shows a VRAM usage estimate as you change settings — use it:
- Keep the estimate comfortably under your card’s total VRAM, not right at the edge. A card sitting at 100% VRAM streams data in and out constantly, which causes texture pop-in and frame-time spikes.
- Textures are the biggest VRAM lever. High textures want roughly 8 GB at 1080p; the top presets at 1440p/4K can ask 10-12 GB+. Drop textures one notch and most VRAM-driven stutter clears with little visible loss.
- Enable upscaling (DLSS / FSR / XeSS) to render at a lower internal resolution — this cuts both GPU load and VRAM use. See DLSS vs FSR vs XeSS for which to pick.
Cap your FPS for flat frame times
An uncapped frame rate swings as scene complexity changes, and those dips are what your eyes read as stutter. Cap to a rate your PC holds steadily even in the heaviest areas:
- Pick a cap you can sustain through the game’s densest, most effect-heavy scenes, not your best-case number. A steady 60 with flat frame times feels far smoother than an average of 80 that dips to 45.
- Cap with RTSS or an in-game limiter — see how to cap your FPS correctly and the best FPS cap for low latency.
- Make sure the game is on an SSD and your RAM has XMP/EXPO enabled — both feed the streaming this game leans on hard.
Clear the Windows-side culprits
If spikes remain after the shader cache and VRAM steps, work down the standard stutter checklist:
- Update GPU drivers, and if stutter started after a driver update, do a clean reinstall with DDU.
- Disable MPO if you get flickering or desktop-related hitches.
- Close background apps (browsers, overlays, capture tools) that steal CPU time and cause random spikes — the same causes behind general lag spikes and stutter.
- Keep a steady system timer under load with the timer resolution pillar guide.
Honest expectation: an up-to-date, patched install with a finished shader cache and textures sized to your VRAM runs smoothly — the port is in a far better state than its launch reputation. A little first-visit hitching while a brand-new effect compiles is normal; a completed cache and an SSD keep it from repeating.
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Frequently asked questions
Why does The Last of Us Part 1 stutter so much on PC?
The Last of Us Part 1 stutters mainly from shader compilation and VRAM pressure, not a weak GPU. On first launch the game builds a large shader cache, and if you play before it finishes you get hitching as new shaders compile on the fly. It is also memory-hungry: high texture settings on a card with too little VRAM force constant streaming, which spikes frame times. Let the initial shader build complete, match texture settings to your actual VRAM, and cap your frame rate, and most of the stutter disappears.
How do I fix The Last of Us Part 1 shader compilation stutter?
Let the game finish the 'Building shaders' step on the main menu completely before you start playing — on slower CPUs this can take several minutes, and interrupting it means shaders compile mid-game as stutter. If stutter persists after a driver update or a settings change, clear the shader cache so the game rebuilds it cleanly, then let it finish again. A wiped or half-built cache is the single most common cause of repeated hitching in this port.
How much VRAM does The Last of Us Part 1 need?
For high textures at 1080p you want around 8 GB of VRAM, and the highest texture presets at 1440p or 4K can ask for 10-12 GB or more. The in-game menu shows a VRAM usage estimate — keep it comfortably under your card's total, not right at the edge. If your VRAM is maxed you'll get texture pop-in and frame-time spikes as the game streams data in and out; dropping textures one notch usually removes that stutter with little visible loss.
Will a better GPU stop The Last of Us Part 1 stuttering?
A better GPU helps the VRAM and frame-rate side but does not remove shader-compilation stutter, which depends on your CPU and a completed shader cache. If your current stutter is texture pop-in and your VRAM is maxed, more VRAM will help. If it is one-time hitches the first time an effect or area appears, that is shaders compiling — the fix is to let the cache finish building and to run the game from an SSD, not to buy a faster card.
Does The Last of Us Part 1 run better after patches?
Yes — post-launch patches significantly improved shader build times, memory use, and CPU load, so an up-to-date install stutters far less than the launch version. Keep the game and your GPU drivers current, let the shader step finish after any driver change, and apply the texture-to-VRAM and FPS-cap steps for what remains. The port is in a much better state than its reputation, but it still rewards letting shaders build and not maxing VRAM.