The most critical fix for World Tour is disabling the Battle FPS Limit. By default, even on powerful PCs, the game locks fights in World Tour to 30 FPS to maintain “visual consistency.” Unlocking this is the single biggest improvement you can make for gameplay responsiveness.
File Path
The primary configuration settings are stored within the game’s AppData folder.
%LOCALAPPDATA%\StreetFighter6\Config.ini
(Note: Some users may also need to check %LOCALAPPDATA%\StreetFighter6\Saved\Config\WindowsNoEditor\GameUserSettings.ini for engine-level scalability.)
Technical Note: To prevent the game from resetting your performance tweaks, ensure you enable Shader Warming on Startup in the in-game menu (Options > Game > Other Settings). This forces the game to compile shaders before you enter the world, preventing the stuttering that occurs when new NPCs load in.
Optimized “Metro City Smooth” Configuration Block
Search for these values. If they are missing from your Config.ini, you can manually add them under the [Graphics] section to override the in-game defaults.
| Parameter | Recommended Value | Technical Purpose |
LimitWorldTourBattleFPS | 0 | Mandatory. Unlocks World Tour fights from 30 FPS to 60/120 FPS. |
InternalResolution | 3 or 4 | Reduces the render scale slightly; massive FPS gain for negligible blur. |
NPCDensity | 0 (Uncrowded) | Reduces the number of background NPCs, freeing up CPU cycles. |
AmbientOcclusion | 0 (Off) | Disables expensive shading on world objects that causes “ghosting.” |
SoftShadows | 0 | Simplifies shadow filters, which are heavy in open-world day/night cycles. |
[Graphics]
LimitWorldTourBattleFPS=0
InternalResolution=3
NPCDensity=0
AmbientOcclusion=0
ScreenSpaceReflection=0
MotionBlur=0
ShaderQuality=0 ; Set to Low for maximum stability
SoftShadows=0
HowTo: Engineering the Ultimate World Tour Stability
Follow these GameEngineer.net technical steps to eliminate the “Slow-Mo” effect in Metro City:
- The “Bordered Window” Reset: If you experience random FPS drops in World Tour, go to settings and change the Display Mode to “Windowed,” then immediately back to “Borderless Window.” This often clears a persistent buffer bug in the RE Engine that tanks performance after long sessions.
- NPC Population Control: In the in-game menu, set NPCs to Uncrowded. In Metro City, the CPU overhead for calculating paths for dozens of non-fighting NPCs is the #1 cause of frame-time spikes.
- Input Delay Reduction: While this is great for 1v1, it can cause “micro-stuttering” in the open world if your FPS isn’t locked. Set this to OFF for World Tour to give your CPU more breathing room, then turn it back ON for ranked matches.
- VRAM Management: If you have 8GB of VRAM or less, set Texture Quality to Normal. World Tour loads many unique assets simultaneously; “Highest” textures will cause the game to “hitch” every time you sprint into a new district.
- The Controller Audio Bug: On PC, some Xbox controllers cause “Sound Stutters” that lead to frame drops. If you experience this, disable the “Xbox Game Bar” in Windows and ensure your controller firmware is updated.
Technical Explanation: Render Scale vs. Internal Resolution
In the RE Engine (used for SF6), InternalResolution is the most powerful performance dial. Unlike changing your base resolution (e.g., 4K to 1080p), which makes the UI and text blurry, Internal Resolution only scales the 3D models.
By setting this to 3 (Standard) or 2 (Low), you are effectively using a spatial upscaler. The engine renders the world at a lower pixel count and then scales it back up to your native display. Since the “World Tour” environment has a lot of post-process noise and “grainy” textures by design, lowering this setting provides a $25\text{–}40\%$ FPS boost with almost no perceivable loss in visual quality, ensuring that your $60\text{FPS}$ timing windows remain consistent during street brawls.