Best The Last of Us Part I settings for the NVIDIA GTX 1080 (2026)
On a NVIDIA GTX 1080 (paired with a balanced AMD Ryzen 3 3300X-class CPU), The Last of Us Part I runs at roughly 71 FPS at 1080p with our optimized settings — up from about 53FPS with everything maxed. Here's the configuration and what each setting costs.
| Resolution | All-High FPS | Optimized FPS |
|---|
| 1080p | 53 | 71 |
| 1440p | 32 | 60 |
| 4K | 16 | 48 |
💡 The Last of Us Part I: VRAM-hungry — on 8GB cards keep textures at High, not Ultra.
🚀 Biggest free win: enable FSR (Quality) — about +35% FPS for a small sharpness trade.
Recommended settings
Upscaling — FSRQuality+35% FPS
Renders the game at a lower internal resolution, then AI-reconstructs it to your screen size. The closest thing to "free FPS" — often +30-70% for a small sharpness loss. Almost always the first thing to enable.
Ray Tracing / Path TracingOffsaves FPS
Physically accurate lighting, reflections and shadows. Gorgeous, but by far the heaviest setting in modern games — it also adds CPU load. Turn it OFF first when chasing frames; turn it on only with plenty of headroom (and ideally upscaling enabled).
Texture QualityUltra-1% FPS
Surface detail sharpness. Costs almost no FPS as long as it fits in your GPU’s VRAM — but overflow your VRAM and you get severe stutter. We push this as high as your card’s memory safely allows.
Shadow QualityHighbaseline
Controls shadow resolution and how far shadows render. One of the best FPS-for-looks trades: Ultra→High or Medium is often invisible in motion but frees real performance.
Volumetric Lighting / FogHighbaseline
God-rays, light shafts and thick atmospheric fog. Expensive for the visual payoff — dropping a notch is an easy win that few people notice mid-gameplay.
Reflections (SSR)Highbaseline
Screen-space reflections on water, glass and shiny floors. Moderately heavy and often subtle in fast games.
View / Draw DistanceHighbaseline
How far detailed objects render before fading in. Heavy in open-world games and partly CPU-bound. Lowering causes visible "pop-in," so we cut this only when needed.
Anti-AliasingHighbaseline
Smooths jagged edges. Older MSAA modes are very expensive; modern TAA is cheap. Switching a heavy AA mode to TAA reclaims a lot with little visible cost.
Ambient OcclusionHighbaseline
Soft contact shadows where objects meet. Adds depth but is moderately costly; Medium is usually plenty.
Effects / ParticlesHighbaseline
Explosions, smoke, sparks. Cheap most of the time, but can tank FPS in chaotic moments — lowering smooths out the worst dips.
Post-Processing (Motion Blur, etc.)Highbaseline
Bloom, depth of field, motion blur, film grain. Cheap on FPS and mostly personal taste — many players disable motion blur for a clearer competitive image.
Anisotropic Filtering16xbaseline
Keeps textures sharp at oblique angles (floors, roads stretching away). Essentially free on any modern GPU — leave it maxed at 16x.
⚡ Fine-tune this for your exact CPU & target FPS →
The Last of Us Part I on other GPUs
Other games on the NVIDIA GTX 1080
Frequently asked
What FPS does the NVIDIA GTX 1080 get in The Last of Us Part I?
With FrameCoach's optimized balanced settings, the NVIDIA GTX 1080 averages around 71 FPS at 1080p in The Last of Us Part I — up from about 53 FPS with everything on High.
Can the NVIDIA GTX 1080 run The Last of Us Part I at 1440p?
At 1440p with optimized settings, the NVIDIA GTX 1080 averages roughly 60 FPS in The Last of Us Part I — a smooth experience.
What are the best The Last of Us Part I settings for the NVIDIA GTX 1080?
Turn on FSR (Quality), keep ray tracing off for maximum FPS, and ease the heaviest options like Shadow Quality and Volumetric Lighting / Fog down a notch. The full per-setting breakdown is above.
FPS figures are estimates from a generalized model (hardware tier × game load × per-setting weights), not live benchmarks — real performance varies by scene, drivers and game version.