The Last of Us Part 2 Stuttering Fix (Shader Comp & Traversal Hitches)
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The fastest fix for The Last of Us Part 2 stuttering is to let the initial shader build finish completely and set your Textures to whatever keeps the in-game VRAM meter out of the red — those two steps remove most of the hitching. This is a texture- and VRAM-hungry port that precompiles shaders on first launch, so skipped shader builds and over-set textures cause the stutter most players report. Work through these in order.

The Last of Us Part 2 builds a big shader cache and leans hard on VRAM. Let the build finish, keep the VRAM meter in the green, and cap your frame rate.
Diagnose the stutter first
Add a frame-time overlay before you touch anything — a spike graph pinpoints the cause faster than the FPS number. Use the RTSS overlay or an FPS overlay in any game:
- Hitches the first time an effect/enemy/area appears, smoother on repeat → shader compilation.
- Textures pop in and frame time climbs over a session → VRAM overflow.
- Spikes when a new area streams in as you walk → traversal / drive streaming.
- A regular hitch every few seconds anywhere → CPU/background or Windows-side.
1. Let the shader build finish (never skip it)
On first launch — and again after any GPU driver update or game patch — The Last of Us Part 2 compiles a shader cache. Let it complete fully. Skipping or interrupting it moves that work into gameplay, which is exactly the first-time hitching you’re trying to avoid.
If stutter suddenly appeared after an update, or the cache looks corrupt, clear the shader cache to fix stuttering and let the game rebuild it cleanly on the next launch.
2. Fit textures to your VRAM (the meter must stay green)
This port shows an in-game VRAM estimate as you adjust settings. Keep it out of the red — when it overflows you get texture pop-in and stutter:
- 8GB cards: Textures Medium–High, lean on upscaling.
- 12GB cards: Textures High is comfortable.
- 16GB+ cards: Textures Ultra at 1440p / 4K.
Enable DLSS, FSR, or XeSS to lower the internal render resolution — it cuts VRAM pressure and raises FPS at once. See DLSS vs FSR vs XeSS for gaming. Textures set above VRAM is the number-one cause of stutter in this game.
3. Cap your frame rate for consistency
Combat, particle effects, and dense environments drop the frame rate well below quiet corridors, and that swing reads as stutter. Cap to a value your GPU holds in the heaviest scenes:
- Note your FPS in a combat-heavy or open area.
- Cap a few frames below that floor.
- Use RTSS or the in-game limiter — how to cap your FPS correctly and the best FPS cap for low latency.
A steady 60 that never dips beats a jittery 80-to-45 every time.
4. Stream off an NVMe SSD
The Last of Us Part 2 streams high-resolution assets as you move through its world. A slow SATA SSD or hard drive causes traversal hitching that settings can’t fix. Install it on an NVMe SSD where possible — NVMe vs SATA SSD for gaming. Make sure you have 16GB of system RAM minimum, 32GB recommended, since the game plus Windows can push past 16GB and swap to disk.
5. Clear the Windows and CPU-side causes
With the game itself tuned, remove the system-level triggers of periodic hitching:
- Enable XMP / EXPO so RAM runs at rated speed — guide.
- Run exclusive Fullscreen, not borderless, for stable frame pacing.
- Disable MPO if you see intermittent flicker-hitches — disable MPO.
- Clean-install your GPU driver with DDU if stutter followed a driver change — DDU guide.
- Rule out network-side spikes with how to fix lag spikes in games.
Realistic expectations
The Last of Us Part 2 launched in a far better state than Part 1, and once shaders are built and textures fit your VRAM it runs well — but it stays demanding and VRAM-sensitive. The stutter players still hit is fixable, not an engine wall: let shaders finish, keep the VRAM meter green, cap the frame rate, and stream off an NVMe. If you’re troubleshooting the first game too, see the The Last of Us Part 1 stuttering fix. For the system-wide latency foundation, read how to minimize input delay for competitive gaming and the ultimate guide to timer resolution for gaming.
Related guides
Frequently asked questions
Why is The Last of Us Part 2 stuttering on PC?
Most Last of Us Part 2 stutter comes from shader compilation and VRAM pressure. The game builds a large shader cache on first launch, and if you skip or interrupt that step you get hitching the first time each effect appears. On top of that, its high-resolution textures fill video memory quickly, so settings above what your VRAM holds cause repeated swap-in stutter. Traversal hitches as new areas stream in are the third cause. Letting the shaders finish and sizing textures to your VRAM removes most of it.
Should I wait for The Last of Us Part 2 to build shaders?
Yes — always let the initial shader build complete before playing, and never skip it. That step precompiles the effects the game uses so they don't have to compile mid-scene, which is what causes the worst first-time hitching. The build runs again after a GPU driver update or a game patch, so if stutter returns after either, let it finish once more before judging performance.
What settings stop The Last of Us Part 2 stutter?
Match Textures to your VRAM first — the game's own VRAM meter should stay in the green, not red. Then cap your frame rate to a value your GPU holds through combat and dense areas, and enable DLSS, FSR, or XeSS to lower VRAM pressure and raise FPS. High and Ultra textures on an 8GB card are the most common cause of stutter in this port; dropping one tier usually fixes it.
Does The Last of Us Part 2 need a lot of VRAM?
Yes. Like Part 1, it is texture- and VRAM-hungry, and it shows an in-game VRAM estimate as you change settings. On 8GB cards you should run Medium–High textures and lean on upscaling; 12GB handles High comfortably; 16GB+ is needed for Ultra at 1440p or 4K. When the estimate goes into the red you'll get texture pop-in and stutter, so keep it in budget.
Is The Last of Us Part 2 well optimized on PC now?
It launched in a much better state than Part 1 did and runs well once shaders are built and settings fit your hardware, but it remains demanding and VRAM-sensitive. The remaining stutter players hit is almost always skipped shader compilation, textures set above VRAM, an uncapped frame rate swinging in combat, or streaming off a slow drive — all fixable, not inherent engine limits.