The goal for 2026 competitive play is to minimize the “Render Ahead Limit.” By default, Windows and the game engine may buffer 1–3 frames to ensure smooth visuals. For low-latency jumping, we want to force this buffer to its absolute minimum while disabling the post-processing effects that cause “Frame-time Spiking.”
File Path
Fall Guys stores its configuration in the local AppData folder. Ensure the game and the Epic Games Launcher are fully closed before editing.
%LOCALAPPDATA%\FallGuysClient\Saved\Config\WindowsNoEditor\GameUserSettings.ini
Technical Note: If you are a legacy player who migrated from Steam, the folder might still be labeled under the original developer path, but for 2026 builds, the FallGuysClient folder is the standard.
Optimized “Zero-Delay” Configuration Block
Search for these specific lines in your script. These settings focus on the most stable input-to-pixel pipeline.
| Parameter | Recommended Value | Technical Purpose |
bUseVSync | False | Mandatory. VSync adds up to 3 frames of input lag ($16–50\text{ms}$). |
FrameRateLimit | 0 or [Refresh Rate] | Setting to 0 (uncapped) gives the lowest latency, but capping at your monitor’s Hz prevents thermal throttling. |
sg.AntiAliasingQuality | 0 | Disables FXAA/TAA which can blur the edge of platforms during fast spins. |
sg.ShadowQuality | 0 | Removing dynamic shadows provides the most stable “1% Low” FPS. |
sg.EffectsQuality | 0 | Reduces particle counts during eliminations/celebrations to prevent lag spikes. |
[/Script/Engine.GameUserSettings]
bUseVSync=False
bUseDynamicResolution=False
ResolutionSizeX=1920
ResolutionSizeY=1080
LastUserConfirmedResolutionSizeX=1920
LastUserConfirmedResolutionSizeY=1080
FullscreenMode=1 ; 1 = Exclusive Fullscreen (Best for Latency)
FrameRateLimit=0.000000
[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=0
sg.AntiAliasingQuality=0
sg.ShadowQuality=0
sg.PostProcessQuality=0
sg.TextureQuality=1
sg.EffectsQuality=0
sg.FoliageQuality=0
sg.ShadingQuality=0
HowTo: Engineering the Ultimate Jump Precision
Follow these GameEngineer.net engineering steps to ensure your “Coyote Time” jumps land every time:
- Exclusive Fullscreen Fix: In the config, set
FullscreenMode=0or1. Avoid2(Windowed Borderless) as the Windows Desktop Window Manager (DWM) adds a layer of forced VSync that increases input delay. - The “High Performance” Launch: Right-click your desktop > Display Settings > Graphics. Find
FallGuys_client.exeand set it to High Performance. This ensures your OS doesn’t downclock your GPU during the loading screens. - Network Region Locking: In the in-game settings, manually select the Server Region closest to you. “Automatic” selection can sometimes put you in a higher-latency lobby, making jumps feel “floaty” or causing you to miss tiles in Hex-A-Gone.
- Anti-Lag & Reflex: If using an NVIDIA GPU, enable NVIDIA Reflex in-game (if available) or set “Low Latency Mode” to Ultra in the NVIDIA Control Panel. This works with our
.initweaks to minimize the render queue. - Disable Fullscreen Optimizations: Right-click the game’s
.exefile, go to Properties > Compatibility, and check Disable fullscreen optimizations. This bypasses modern Windows overhead for a more direct “Game-to-GPU” pipeline.
Technical Explanation: Render Queue and Frame Pacing
In Fall Guys, your jump input is processed on the Main Thread. If the GPU is busy rendering high-quality shadows or Bloom, the CPU has to wait for the GPU to finish before it can start the next frame’s input check. This is known as being “GPU Bound.”
By setting all sg. (Scalability Groups) to 0 in the GameUserSettings.ini, we make the GPU’s job extremely easy. This shifts the bottleneck to the CPU, which is where we want it for an RTS or physics-based platformer. When the GPU finishes its work instantly, the Render Queue stays empty, allowing the engine to sample your “Spacebar” press the millisecond it happens. In a game where $10\text{ms}$ determines if you qualify or get “bonked,” this is the ultimate competitive advantage.