Don T Starve Together
FPS performance data for different CPU and GPU combinations
Survive the wilderness together in this uncompromising multiplayer expansion filled with strange creatures, dangers, and surprises.
Minimum Requirements
- CPU: 1.7+ GHz or better (e.g., Intel Core 2 Duo / AMD Athlon 64 X2)
- GPU: Radeon HD5450 or better / 256 MB VRAM
- RAM: 1 GB
- Storage: 3 GB available space
FPS Performance Dashboard
Compare FPS performance across different hardware configurations. Add systems to see how they perform at various resolutions and quality settings.
About Don T Starve Together
Don't Starve Together is the lightest heavyweight in our benchmark library, a game that looks like it should run on a toaster and mostly does, right up until your own base betrays you. Klei Entertainment's co-op survival sandbox, spun out of the single-player Don't Starve and released as a standalone title in April 2016, has been measured across 3,692 CPU and GPU combinations in our database. The average system records 116 FPS at 1080p Ultra, 81 FPS at 1440p Ultra, and 48 FPS at 4K Ultra. The fastest combinations reach 956 FPS at 1080p Low; the slowest crawl at 11 FPS at 1080p Ultra. That spread, from triple digits on decent hardware down to slideshow territory on the weakest combos, tells you everything about this game's character: it is trivially easy to run and genuinely easy to run badly, and the difference is almost never the graphics card.
The engine: a 2D game that still finds your CPU
Don't Starve Together runs on Klei's in-house engine, with much of the game logic scripted in Lua, and its performance profile follows from that design. The visuals are hand-drawn 2D sprites layered onto a procedurally generated world, so the GPU's job is compositing and fill-rate work, not shader-heavy 3D rendering. Even a modest discrete card spends most of its time waiting. The processor carries the real load: every creature, every farm plot, every item lying on the ground is a simulated entity the CPU has to track, tick after tick, across the whole world. A fresh world with two players and empty pockets is light. A 1,000-day world with a sprawling megabase, penned beefalo, rows of drying racks, and three seasons of dropped rot scattered on the turf is not, and that gap is where the 11 FPS floor in our data comes from.
Memory demands are modest by modern standards, and storage matters mostly at load-in. The engine leans on a small number of threads rather than spreading work across a big core count, which means single-thread speed, not core count, decides how a cluttered base behaves. One honest note about the numbers on this page: Don't Starve Together caps itself at 60 FPS out of the box, and has for its entire life. Our database records render capability with the cap removed, so an average of 116 FPS at 1080p Ultra should be read as "nearly double the headroom the stock game will ever display." Headroom is not wasted here, though. It is what keeps your frame rate pinned at the cap when a hound wave, a Deerclops, and a forest fire all arrive on the same evening.
1080p: the cap is the ceiling for almost everyone
At 1920x1080, the 116 FPS Ultra average means the overwhelming majority of systems built in the last several years hold the game's 60 FPS cap without trying. Dropping to Low lifts the average to 228 FPS, roughly double the Ultra figure, which shows how much of the Ultra load is optional visual layering rather than anything fundamental. At the top of the table, 956 FPS at 1080p Low is the engine with its leash fully off on fast hardware; at the bottom, 11 FPS at Ultra is what a genuinely old or starved machine looks like, usually an ancient dual-core with integrated graphics, often made worse by a messy base.
The practical reading: if your PC plays anything modern at all, Don't Starve Together at 1080p is solved. This is also why a 144Hz or 240Hz monitor buys you nothing in the stock configuration, since the game will not render past 60 FPS without community unlock mods, and even unlocked, a survival game with this art style gains little from high refresh. Spend the high-refresh budget on the competitive games in your library and let this one sit at its cap. The players who actually have trouble at 1080p fall into two groups: those on decade-old laptops, and those whose late-game bases have become entity swamps. The first group needs settings help; the second needs a rake and some chests, not new hardware.
1440p and 4K: where a 2D game can still stumble
At 1440p the Ultra average falls to 81 FPS, and at 4K it falls to 48. That second number surprises people. A hand-drawn 2D game dipping below 60 at 4K on the average system sounds wrong until you remember how the engine works: the GPU cost is fill-rate, and fill-rate scales directly with pixel count. Every layered sprite, shadow blob, and bloom pass costs four times as much at 4K as it does at 1080p, and the CPU-side simulation does not get any cheaper to compensate. The settings data fills in the picture: at 4K, Medium averages 72 FPS and Low averages 103, while at 1440p Medium averages 119 and Low averages 168.
Two consequences follow. First, 1440p is free for any reasonably modern build, with the 81 FPS average sitting well above the cap. Second, 4K is the one place Don't Starve Together can make weak or old hardware miss 60 FPS, and the fix is settings, not shopping. One more note for the upscaling-minded: there is no DLSS or FSR support here and no need for it. Upscaling exists to claw back GPU time in 3D renderers; this engine's costs are sprite compositing and CPU simulation, so the equivalent lever is simply stepping from Ultra to Medium, which our data shows recovers about half the gap between Ultra and Low at every resolution.
Settings: a short menu with two real levers
Don't Starve Together's video options are brief, and honesty requires saying that most of them barely move the needle on modern hardware. The measured jumps in our data come from the preset ladder itself: 116 to 168 FPS going from Ultra to Medium at 1080p, and 168 to 228 going from Medium to Low. On any discrete GPU from the last eight years, leave everything at Ultra and forget the menu exists. On integrated graphics or genuinely old machines, step to Medium first, then Low, and use the game's low-spec accommodations (netbook mode and reduced textures) if you are still short of the cap. Bloom and screen distortion are personal-taste toggles, not performance strategy.
The more important configuration happens in the world, not the menu. Entity count is the true performance setting in this game. Hundreds of individual items dropped on the ground, unfenced mob populations, and neglected lureplant or farm sprawl all tax the CPU continuously, and no graphics option touches that. Players who keep a tidy base, stack or store loose items, and use the long-standing community cleanup mods on dedicated servers get better late-game frame rates than players who lower shadows. If you take one recommendation from this page, take that one.
What hardware do you need?
Entry level (old dual-core, integrated graphics from a decade ago): this is where the 11 FPS Ultra floor lives. At Low with reduced textures, these systems climb into playable territory, roughly the 30 to 60 FPS range depending on base clutter, and a fresh world is kinder than an old one. Don't Starve Together remains one of the few games on this site where this tier can genuinely play, which is a real part of its appeal.
Mid-range (modern 6-core CPU, entry or mid-tier discrete GPU): 100 to 230 FPS at 1080p depending on preset, comfortably above the cap at every setting, and 1440p holds the cap as well. This is the tier where the honest answer to "what is the best graphics card for Don't Starve Together" is "whichever one you already have," because the game cannot meaningfully distinguish a budget card from an enthusiast one at the resolutions most people play it.
High-end (fast modern CPU, strong GPU): 1440p Ultra runs in the 100-plus FPS region and 4K climbs into the 70 to 100 FPS band on tuned settings. These builds exist so the rest of your library runs well; Don't Starve Together simply comes along.
Flagship: the 956 FPS ceiling at 1080p Low lives here, and 4K stays in triple digits. Buying at this tier for this game alone would be absurd, but if you own it, the game will never once be the thing that slows you down.
Laptop playability: one of the safest picks in the library
Don't Starve Together is close to the ideal laptop game. Its art direction was built to run on modest hardware from the start, its sessions scale from ten minutes to ten hours, and its GPU appetite is low enough that modern integrated graphics handle 1080p without drama. Current thin-and-light laptops with recent Iris Xe or Radeon 680M-class integrated graphics sit comfortably above the 1080p average in this game's weight class, and handheld-class PC APUs run it at the cap as a matter of routine. Battery impact is correspondingly mild, since neither the CPU nor the GPU is pushed hard in a clean world.
The exceptions are the same two as everywhere else: genuinely old ULV dual-cores, and bloated late-game worlds. An old ultrabook that handles day 40 fine can struggle at day 400 inside a cluttered base, and no setting fully fixes that because the cost is simulation, not rendering. For a CPU upgrade conversation on a laptop there is none, since the part is soldered, so the fix is world hygiene and, on the oldest machines, the low-spec modes. As a co-op title for a household of mixed laptops, it is one of the most reliable choices we track.
Streaming and content creation
As a streaming subject, Don't Starve Together is merciful. The game leaves most of a modern CPU idle, so even x264 software encoding on a medium preset has room to breathe, which is more than most titles in our library can claim. For a single-PC streaming setup, though, the hardware encoder remains the right default: NVENC on Nvidia cards or AMF on AMD cards produces a clean 1080p60 broadcast at negligible cost, and it keeps the encoder load off the thread the game's simulation wants. That separation matters most exactly when you would least want a dropped frame, which is boss fights and hound waves in a busy base, the same moments that make good clips.
The practical cautions are small. Keep an eye on late-game entity bloat if you run long world-progression series, because a megabase that drags your own frame rate down will drag the stream's smoothness with it. If you record locally for video editing later, the game's flat art compresses beautifully, so file sizes stay sane even at high bitrates, and the editing timeline load is trivial compared to any 3D title. This is one of the few games where "will it stream" has an unconditional yes for an answer on any machine built in the last several years.
Common problems and fixes
FPS collapses inside your base but is fine in the wild: entity clutter, the classic Don't Starve Together problem. Pick up, stack, or chest loose items, cull overgrown mob pens, and consider the community cleanup mods if you host. No graphics setting touches this, because the load is CPU simulation.
The game is locked at 60 FPS on a high-end PC: that is the engine's built-in cap, not a fault. Community unlock mods remove it, but there is no competitive or visual reason to bother for most players.
Rubber-banding and lag that is not FPS: that is the server, not your PC. If you host for friends on the same machine you play on, the simulation and your client share the CPU. A dedicated server, even a modest one, separates the two and fixes most of it.
Slow world loads and hiccups at day transitions: storage. The game is small, and moving it to an NVMe SSD makes load-ins and world hops quick; on a hard drive they are noticeably sluggish.
Poor performance on an old laptop despite "it being a 2D game": integrated graphics plus Ultra presets plus an old world. Drop to Medium or Low, enable the reduced-texture options, and if the iGPU shares system memory, make sure it is running in dual-channel, because single-channel memory starves integrated graphics of bandwidth.
Upgrade priorities
Here is the rare page on this site where the opening advice is "probably nothing." Any PC that plays modern games at all already exceeds Don't Starve Together's needs at 1080p and 1440p. If you are on hardware old enough to genuinely struggle, the order is: first the CPU, specifically single-thread speed, since the simulation leans on one thread; second, memory configuration, because dual-channel DDR5 (or DDR4 on older platforms) meaningfully lifts integrated-graphics frame rates and costs nothing if you already own two sticks; third, an NVMe SSD for load times; and a distant fourth, the graphics card, relevant only for 4K on weak GPUs or for integrated-graphics users who could simply move to any cheap discrete card. If you are planning a broader gaming PC build, choose your parts for the demanding games in your rotation and treat this one as already solved, because it is.
Frequently asked questions
Q: Is Don't Starve Together CPU or GPU intensive?
A: CPU, mildly, and mostly in cluttered late-game worlds. The GPU load is 2D sprite compositing that any modern card handles easily; the simulation of hundreds of entities is what drags weak processors down.
Q: Why does my frame rate tank in my own base?
A: Dropped items and accumulated entities. Every loose object on the ground is simulated constantly. Clean up, stack, store, and the frame rate recovers. It is the single most common performance complaint in the community and the fix costs nothing.
Q: Can integrated graphics or an old laptop run it?
A: Yes, with settings. The 11 FPS Ultra floor in our data is that hardware; stepping to Low and reduced textures lifts it into playable range. Recent integrated graphics handle 1080p without issue.
Q: Why is it capped at 60 FPS?
A: The engine caps itself at 60 by default and always has. Our database numbers show render capability with the cap removed, so treat averages above 60 as headroom, which is what keeps you at 60 during chaotic fights.
Q: Does Don't Starve Together support DLSS or FSR?
A: No, and it does not need them. Upscaling targets 3D GPU load; this game's costs are fill-rate and CPU simulation, and the Medium preset recovers most of the performance upscaling would.
Q: What resolution should I play at?
A: 1080p or 1440p on anything modern, both average above the cap. At 4K the average system falls to 48 FPS at Ultra, so weaker or older GPUs should step to Medium there, which averages 72.
In short: Don't Starve Together in 2026
A decade after release, Klei is still updating Don't Starve Together, its co-op audience is still active, and its place in our library is secure for an unusual reason: it is the reference point for "your PC is fine." A game that averages 116 FPS at 1080p Ultra across nearly 3,700 hardware combinations, while still punishing a decade-old dual-core down at 11 FPS, occupies a useful niche. It is the title that runs on the laptop you already own, the one that never justifies an upgrade by itself, and the one whose worst performance problem is solved with a broom rather than a credit card.
That is not a dismissal. The simulation depth that makes a 1,000-day megabase stutter is the same depth that keeps people playing for a thousand days, and the measured data here respects both truths: the ceiling is essentially unlimited, the floor is real but confined to genuinely old hardware and genuinely messy worlds, and everything between is a game that asks almost nothing of your machine. Buy your hardware for the demanding games on your list. Don't Starve Together will be waiting at 60 FPS, unbothered, whenever you get back to it.