The objective is to minimize Input Delay ($L_{input}$) and maximize the Update Frequency of the physics engine by decoupling it from non-essential graphical post-processing.
- Directory Path: Press
Win + R, type%LOCALAPPDATA%\FallGuysClient\Saved\Config\WindowsClient\, and hit Enter. - The Target: Open
GameUserSettings.ini. - Pro Tip: If you use the Epic Games Launcher, the folder might simply be under
FallGuys. Look for the most recently modified.inifile.
Optimized “Physics Precision” Configuration Table
| Parameter (INI Tag) | Recommended Value | Technical Purpose |
FrameRateLimit | 144 (or Monitor Hz) | The Sync Fix. Caps FPS to prevent CPU jitter during physics updates. |
bUseVSync | False | Eliminates the frame-buffer delay that causes “heavy” movement. |
sg.ShadowQuality | 0 | Disables dynamic shadows to free up CPU cycles for collision detection. |
sg.AntiAliasingQuality | 0 | Removes temporal blur, making it easier to see exact ledge borders. |
sg.EffectsQuality | 0 | Simplifies the physics of slime and water splashes to save VRAM. |
HowTo: Engineering the Unity Physics Pipeline
Follow these GameEngineer.net technical steps to achieve “Pro-Level” movement accuracy:
- The Frame-Rate Cap Protocol: Unity’s physics engine ($PhysX$) often ties its simulation steps to the frame rate. If your FPS is wildly fluctuating between 200 and 300, your physics “delta time” ($\Delta t$) becomes inconsistent. Setting
FrameRateLimitto a stable value (like144or240) ensures a consistent Physics Tick Rate. - Shadow Culling for CPU Headroom: Every moving obstacle (the Big Yeetus, the fans) casts a dynamic shadow. Calculating these shadows consumes CPU cycles that should be spent on Collision Detection ($C_{det}$). Setting
sg.ShadowQuality=0removes this overhead, providing a smoother experience in high-entity rounds like “Tip Toe.” - The VSync Elimination: Enabling VSync in Fall Guys adds roughly $16-32ms$ of input lag. In a game about millisecond-perfect jumps, this is fatal. Ensure
bUseVSync=Falseis set in the INI to allow for the lowest possible Button-to-Action response time. - Anti-Aliasing and Clarity: Competitive players need to see the exact edge of a platform.
sg.AntiAliasingQuality=0removes the “smear” effect of TAA. This results in a sharper (if slightly jagged) image that allows for much more precise Ledge Grabbing and diving. - Texture Streaming Pool: If you experience “stuttering” when a new round starts, add
r.Streaming.PoolSize(if supported by your build) or ensuresg.TextureQualityis set to2(Medium). This prevents the game from saturating your PCIe Bandwidth with high-res bean costumes while you’re trying to calculate physics.
Technical Explanation: Client-Side Prediction ($P_{client}$)
Fall Guys uses Client-Side Prediction to make your bean feel responsive despite network ping. However, if your local simulation lags behind the server, a “Rollback” ($R_{back}$) occurs, causing your bean to teleport backward.
$$Total\_Latency = Ping + \frac{1}{FPS} + Physics\_Tick\_Time$$
By engineering your GameUserSettings.ini to reduce the $Physics\_Tick\_Time$ (by removing shadows and effects), you minimize the chance of a simulation mismatch. This means when you hit a platform, the server is more likely to agree with your client’s position, preventing that frustrating “gliding” feeling on the edges of tiles.