Endless Legend 2 DirectX 12 vs Vulkan: Complete Performance and Optimization Guide
Let’s be real for a second: nobody buys a 4X grand strategy game expecting buttery-smooth 240 FPS gameplay. We buy these games to watch our little hex-tile empires sprawl across a continent while we sip coffee and micromanage tax rates at 2 AM. But Endless Legend 2 just dropped out of Early Access, and holy cow, this thing is a beast on your hardware. Amplitude Studios didn’t just slap a new coat of paint on the original — they rebuilt the engine to handle asymmetric maps, the genuinely wild Tidefall mechanic (yes, the ocean actually rises and swallows land bridges mid-campaign), and city districts with more simulated depth than most city-builders.
And once you crack open the settings menu, there it is: the eternal question. DirectX 12 or Vulkan?
I’ve burned way too many late nights running back-to-back campaigns, swapping APIs mid-session, and lurking every Reddit thread and Discord bug-report channel I could find to figure out which one actually deserves a spot in your config file. Here’s the breakdown, no fluff.
Endless Legend 2 Low FPS Fix: Boost Performance in Massive Combats
Why This Even Matters in a Turn-Based Game
You’d think a turn-based strategy title wouldn’t care much about your graphics API. You’d be wrong. Endless Legend 2 is drowning in geometry — hexagonal terrain, procedural flora scattered across every biome, and those gorgeous-but-punishing water shaders that have to redraw entire coastlines every time a Tidefall event hits. Add in dozens of factions expanding districts simultaneously, and your GPU (and CPU) are working overtime just to keep the map from turning into a slideshow.
Both DX12 and Vulkan exist to solve the same core problem: older APIs choke when you throw modern multi-core CPUs and complex draw calls at them. DX12 is Microsoft’s baby, deeply woven into Windows and historically babied by NVIDIA’s driver team. Vulkan is the open-source Khronos Group API that grew out of AMD’s old Mantle project, and it treats memory access very differently under the hood.
Early Game: Basically a Non-Issue
Turn 1 through turn, I don’t know, 60-ish? Doesn’t matter which API you pick. Fog of war is hiding most of the map, and on anything decent — think an RTX 3060 or an RX 6700 XT at 1440p — you’re cruising past 120 FPS on either setting. Don’t stress about this phase. The real fight happens later.
Late Game: Where Things Get Ugly
This is where 4X games always fall apart, and Endless Legend 2 is no exception. Once you hit turn 150+, the shroud’s fully lifted, every city has sprawled into a mega-district monster, armies are crawling all over active trade routes, and the AI empires are all crunching their movement calculations at once.
DirectX 12 technically wins the raw numbers game here. On beefier rigs (RTX 4070 Ti, RX 7800 XT territory), DX12 is pulling roughly 5–8% higher peak average FPS compared to Vulkan when you’re panning over a fully built-out mega-city. On paper, that sounds like a clean win.
But here’s the thing that raw FPS numbers never tell you: how it actually feels to play.
The Stutter Problem Nobody Talks About Enough
DX12 has a dirty secret in this game — micro-stuttering. Whip the camera across a dense, late-game map and you’ll start noticing tiny hitches, sub-second freezes that pop up whenever a new environmental effect kicks in or some minor faction’s unit model loads into view for the first time. This is almost certainly tied to on-the-fly shader compilation, a classic DX12 headache that’s plagued other big open-world and strategy titles too.
Vulkan handles this way better. It gives up a bit of that peak FPS ceiling, sure, but its 1% and 0.1% frame-time lows are dramatically more consistent. Camera panning just feels smoother — none of that jarring hitch-and-catch-up rhythm that makes DX12 late-game sessions occasionally feel janky. If you’re the type who notices stutter more than a raw number on a counter, Vulkan is the structurally better pick, full stop.
| Metric | DirectX 12 | Vulkan |
|---|---|---|
| Peak Average FPS (late-game) | Higher (+5–8%) | Slightly lower |
| Frame-Time Consistency | Prone to micro-stutter | Noticeably smoother |
| AI Turn Times (mid-range CPU) | Standard | Faster |
| VRAM Usage (1440p High) | 6–8 GB | ~15–20% less |
| Best For | High-end NVIDIA, max FPS chasers | AMD cards, stutter-sensitive players |
CPU Load and Those Painfully Long AI Turns
Here’s something that doesn’t get talked about enough: your CPU is doing insane work behind the scenes every single turn — pathfinding, economic simulation, AI decision trees for every active empire. Both APIs are solid at spreading this across multi-core CPUs (your Ryzen 5/7s and Core i5/i7s), but their command submission pipelines aren’t identical.
On older or mid-tier processors, Vulkan tends to shave down turn-processing delays thanks to leaner, lower-overhead command submission. If you’ve got a high-core-count modern CPU, this gap basically evaporates and turn times end up nearly identical either way. But if you’re staring at your screen for 15+ seconds every turn waiting on AI empires to finish their business, and your CPU isn’t exactly top-of-the-line, Vulkan is worth trying just for that alone.
VRAM: The Silent Crash Killer
Marathon strategy sessions are notorious for eating memory alive, and Endless Legend 2 caches a ton of asset data in VRAM to keep zoom transitions (tactical combat to global map) snappy.
- DirectX 12 is the memory hog here — typically pulling 6 to 8 GB of VRAM at 1440p High settings. Great for instant texture pop-in, but risky territory if you’re on an 8 GB card after three or four hours straight — ‘out of memory’ crashes become a real possibility.
- Vulkan is noticeably leaner, consuming roughly 15–20% less VRAM in the same scenarios thanks to more conservative on-the-fly memory mapping. If you’re running an older or budget GPU, this alone might be reason enough to switch.
So Which One Should You Actually Pick?
Here’s my no-nonsense breakdown by hardware camp:
NVIDIA owners (RTX 30-series or newer): Stick with DX12 as your default — NVIDIA’s driver team has clearly optimized hard for it, and shader compilation runs cleaner on their stack. Turn on hardware-accelerated GPU scheduling in Windows and keep drivers current to minimize the stutter issue. If you’re getting hit with random crashes during marathon sessions anyway, Vulkan is your fallback.
AMD Radeon owners: Don’t overthink it — Vulkan is clearly the better match here. RX 6000/7000 series users consistently report matching DX12’s average frame rates while getting smoother frame pacing and noticeably faster shader compile times on launch. This is basically the default recommendation for Team Red.
Intel Arc and integrated graphics owners: Arc’s DX12 drivers have gotten real attention from Intel lately, while their Vulkan path can still trip over weird bugs in the more complex water-rendering scenes (looking at you, Tidefall). Stick to DX12 unless a patch note specifically tells you otherwise. If you’re on a laptop with integrated graphics though, Vulkan’s lower power draw and lighter memory footprint make it the smarter call.
The Bottom Line
There’s no universal ‘best’ answer — it genuinely comes down to what you’re optimizing for:
- Chasing the highest raw FPS number on a strong NVIDIA card with plenty of VRAM to spare? DirectX 12.
- Sick of micro-stutters ruining your late-game camera pans, running AMD hardware, want faster AI turns on an aging CPU, or nursing an 8 GB card through long sessions? Vulkan.
Either way, Endless Legend 2 is shaping up to be one of the most ambitious 4X releases in years — just make sure your graphics API is actually working with your hardware instead of against it.








