Subnautica 2 Best Settings Guide: Max FPS and Optimal Graphics

Subnautica 2 is a visually demanding Early Access title built on Unreal Engine, and its default settings won't suit every system out of the box. With the right configuration, you can dramatically improve both performance and visual clarity, going from a stuttery 28 FPS on Epic to a smooth 100+ FPS without sacrificing much image quality. This guide breaks down every in-game setting with the exact value to pick and a short explanation, so you know exactly what to change.

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Thomas .M
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Thomas has been writing game guides for over a year, covering whatever he's currently sunk into. He doesn't write about anything he hasn't actually played, which...
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All recommendations below are based on benchmarks from multiple locations across the game world and cross-referenced against the current buildโ€™s GameUserSettings.ini and SharedGameSettings.sav files. Because Subnautica 2 is still in Early Access, some settings and their performance characteristics may change in future updates.

Pro Tip

Before adjusting in-game settings, make sure Windows Game Mode is enabled, hardware-accelerated GPU scheduling is on, and your GPU drivers are up to date. These three things alone can noticeably improve performance before you touch a single in-game slider.

Video & Graphics Settings

The Graphics tab is the most impactful section for performance. It is split into two areas: Display options at the top and Graphics Quality below. A Hardware Benchmark button is available in the quality section to help identify a baseline preset for your system.

Display Settings

Recommended Explanation
Window Mode Fullscreen Borderless has caused crashes in the current build. Fullscreen is the most stable option.
Resolution Native Always match your monitor. Use upscaling instead of lowering resolution.
Dynamic Resolution Off Causes visible blur swings during action. Manual upscaling is more predictable.
Frame Rate Limit Off Leave uncapped unless recording. Use MSI Afterburner for custom caps.
Vertical Sync Off Adds noticeable input lag. Use G-Sync or FreeSync at the driver level instead.
HDR Display Output On (HDR display only) Only enable on a true HDR monitor. Default target is 1000 nits.
Gamma 2.3 Default value. Fine-tune from the standalone Gamma calibration screen.
Motion Blur Off Better clarity in motion and reduces motion sickness.
Underwater Blur Off Massively improves underwater visibility and reduces nausea.
Chromatic Aberration Off Off by default. Adds colored fringing around the screen edges.
Lens Flare Off Off by default. Removes distracting bloom around bright lights.

Upscaling

Upscaling is the single biggest FPS lever available. Enabling TSR or DLSS can effectively double your frame rate at the cost of some sharpness, with DLSS delivering significantly better image quality than TSR on Nvidia hardware. There is no AMD FSR option visible in the current build, which may be a bug or not yet implemented.

Recommended Explanation
DLSS (Nvidia RTX only) Quality (1080p) / Balanced (1440p, 4K) ~8% boost at Quality, ~12% at Balanced. Nearly doubles FPS vs native rendering.
TSR (All GPUs) Quality Similar FPS gain to DLSS but slightly softer in motion.
DLAA / TSR Native Only if you have FPS to spare No FPS boost. Cleanest possible image. Use for the sharpest look at native res.
Frame Generation On (RTX 40/50 series only) ~40% FPS boost. Best when base FPS is already above 60.
Frame Generation Mode On Auto mode has caused stuttering in the current build.
Info

DLSS Performance is playable but noticeably blurry. Stick to Quality or Balanced for the best clarity-to-FPS trade.

Graphics Quality

The quality presets (Low / Medium / High / Epic) apply uniformly across all 12 individual quality settings. Running the Hardware Benchmark will suggest a starting preset based on your GPU. From there, use the table below to fine-tune. Several settings have little impact on FPS and can be left at High or Epic for free visual improvements.

Recommended Explanation
Effects High Biggest FPS hitter in the game. Epic costs ~15 FPS (65 to 50) even in calm scenes.
Clouds Medium Up to 20 FPS gap above water between Low and Epic. Minimal impact underwater.
Shadows Medium Low looks noisy and flat. Epic costs ~3 FPS per step for a subtle gain.
View Distance Medium High and Epic tank FPS. Low causes pop-in. Medium is the balance.
Shading High Biggest visual jump is Low to Medium. Biggest FPS cost is Epic to High.
Global Illumination Medium Below Medium looks flat. No FPS difference between High and Epic.
Textures Epic (6GB+) / High (4GB) / Medium (3GB) Uses 8-9 GB VRAM at every setting. Free if you have enough headroom.
Foliage High ~1% per step. Near-zero FPS impact, so leave high for free visuals.
Landscape High ~2% per step. Essentially free.
Reflections Low Zero measured FPS difference between Low and Epic. Low stabilises FPS variance.
Post Processing Low No FPS cost difference. Epic adds dark vignette around screen edges.
Anti-Aliasing Use DLSS Quality or TSR Quality No standalone AA slider. Upscaling is the only meaningful AA source.

The table below is the one-shot copy of every recommended value from this guide. Apply these directly for the best balance of performance and visual quality on a mid-range or high-end system.

Recommended
Window Mode Fullscreen
Resolution Native
V-Sync Off
Frame Rate Limit Off
Motion Blur Off
Underwater Blur Off
Upscaling DLSS Quality (Nvidia) or TSR Quality (other)
Frame Generation On (RTX 40/50 only), Mode: On
Effects High
Clouds Medium
Shadows Medium
View Distance Medium
Shading High
Global Illumination Medium
Textures Epic (6GB+ VRAM) / High (4GB)
Foliage High
Landscape High
Reflections Low
Post Processing Low
Pro Tip

With this configuration and DLSS Quality or TSR Quality enabled, most mid-range systems should comfortably hit 60-80 FPS without noticeably sacrificing image quality compared to the Epic preset.

Audio Settings

The Audio tab covers volume mixing, output routing, and audio quality. None of these affect FPS, so set them purely for comfort. The values below are the safe defaults to start with.

Recommended Explanation
Master Volume 80-100 Overall mix level. Lower if other channels are already loud.
Music Volume 50-70 Music swells during creature encounters. Lower it so SFX cues cut through.
SFX / Effects Volume 100 Critical for hearing nearby creatures. Do not lower below the music volume.
Dialogue Volume 100 Voice logs and radio chatter carry story beats. Keep at full.
Ambient Volume 70-90 Underwater ambience helps with situational awareness.
Audio Quality High No measurable CPU cost on modern systems. Defaults to lowest until changed.
Headphone Mode On (headphones), Off (speakers) Enables a binaural mix designed for stereo headphones.
Audio Output Device Default (system) Override only if Windows routes audio to the wrong device.
Subtitles On Useful for missed radio dialogue and ambient story logs.
Info

Subnautica 2 ships with English, Spanish, and Korean voiceover. Other languages currently use text-only localisation, so dialogue plays in English with translated subtitles. Leave Subtitles On if you are playing in any language other than the three with full VO.

Controls & Keybinding Settings

The Controls tab handles mouse and controller sensitivity, axis inversion, and full key rebinding. Defaults are tuned for a 60 FPS feel, so most players will want to nudge sensitivity up after the game unlocks past 60.

Recommended Explanation
Mouse Sensitivity X (Yaw) Default, then tune Start at default. Lower if turning feels twitchy at high FPS.
Mouse Sensitivity Y (Pitch) Match X axis Keeping X and Y equal avoids the sensation of swimming on a slope.
Invert Y Axis Off Personal preference. Turn on if you grew up on flight sims.
Controller Sensitivity X Default Defaults work well underwater. Bump up only for combat.
Controller Sensitivity Y Default Keep matched to X for consistent feel.
Key Rebinding Move Sprint to Shift if needed Every input can be rebound. Save changes before exiting the menu.

The full default keybind layout will be added in a future update once the studio finalises any remaining changes during Early Access.

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Accessibility Settings

Accessibility options live across the Graphics, Interface, and Audio tabs in the current build. The settings below are the ones most worth changing for comfort, motion sickness, or readability.

Recommended Explanation
Camera Bobbing Off Reduces head sway during movement. Strongly recommended for motion sickness.
Motion Blur Off Improves clarity and reduces nausea.
Underwater Blur Off Removes depth-of-field haze that triggers motion sickness for many players.
Subtitles On Captures dialogue and radio chatter you might miss during action.
Interface Scale 100% Bump to 110-125% on 4K monitors if HUD text feels small.
Profanity Filter Personal preference Filters chat and player names in multiplayer sessions.
Gamma 2.3 Calibrate via the dedicated Gamma screen for dark cave visibility.
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Language & Interface Settings

The settings menu has a dedicated Interface tab confirmed in the current build, along with Language selection. The game ships with English, Spanish, and Korean voiceover, plus text localization for additional languages.

Recommended Explanation
Voice Language Match your text language Only English, Spanish, and Korean ship with full voiceover at launch.
Text Language Your native language Text localisation covers more languages than VO.
Interface Scale 100% Bump to 110-125% on 4K displays if HUD text feels small.
HUD Visibility Auto Hides HUD elements that are not currently relevant for a cleaner view.
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Thomas has been writing game guides for over a year, covering whatever he's currently sunk into. He doesn't write about anything he hasn't actually played, which usually isn't a problem since he plays too much of everything anyway. Rocket League ate enough of his life to get him to Grand Champion, and he's got several max-level, fully geared characters sitting in World of Warcraft from various binges over the years. Recent obsessions include ARC Raiders, Battlefield, For Honor, and Rainbow Six Siege, with plenty of others in rotation. He's also worked behind the scenes for a well-known gaming creator on video production and editorial pieces, so the guides here are shaped as much by that side of the industry as by the hours logged in-game. Every tip, build, and location in his guides comes from his own playthroughs. If he hasn't tested it, it doesn't get published.
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