Tekken 8: Best Engine.ini for 60 FPS Locked Combat

The Unreal Engine 5 implementation in Tekken 8 is demanding on both VRAM and CPU thread timing. Our configuration forces the engine to use parallel algorithms for draw calls, reducing the bottleneck on the primary game thread.

File Path

The configuration is located in the local AppData folder. Ensure the game is closed before making these edits.

%LOCALAPPDATA%\TEKKEN 8\Saved\Config\Windows\Engine.ini

Technical Note: To maximize stability, you should also check your GameUserSettings.ini in the same folder and ensure sg.ShadingQuality is set to 2 (Medium). This reduces the complexity of the “Kuma Fur” and high-density particle shaders which are notorious for causing frame drops at the edge of stages.

Optimized “Iron Fist” Configuration Block

Search for the [SystemSettings] section. These specific tweaks focus on reducing latency and stabilizing the frame delivery.

ParameterRecommended ValueTechnical Purpose
r.RHICmdUseParallelAlgorithms1Vital. Distributes rendering tasks across multiple CPU cores.
r.Streaming.PoolSize[VRAM - 1GB]Prevents the game from running out of texture memory mid-match.
r.ShaderPipelineCache.PrecompileBatchSize15Reduces stutters by batching shader compilation more efficiently.
r.Shadow.CSM.MaxCascades1Lowers shadow complexity; massive gain on GPU-bound systems.
r.FinishCurrentFrame0Reduces input lag by allowing the CPU to start the next frame immediately.
[SystemSettings]
r.RHICmdUseParallelAlgorithms=1
r.RHICmdFlushRenderThreadTasks=1
r.RHICmdMinDrawsPerParallelCmdList=64
r.CreateShadersOnLoad=1
r.ShaderPipelineCache.PrecompileBatchSize=15
r.Streaming.PoolSize=4096 ; Set to 4096 for 8GB cards, 6000 for 12GB+
r.Shadow.CSM.MaxCascades=1
r.Shadow.Preshadows=0
r.MotionBlurQuality=0
r.SceneColorFringeQuality=0
r.DepthOfFieldQuality=0
r.FinishCurrentFrame=0
r.OneFrameThreadLag=1

HowTo: Engineering the Ultimate 60 FPS Stability

Follow these GameEngineer.net technical steps to ensure your “Ranked” experience is flawless:

  1. The “Resizable BAR” Conflict: In 2026, it is still reported that NVIDIA Resizable BAR or AMD SAM can cause inconsistent frame pacing in Tekken 8. If you experience random “hiccups,” try disabling Resizable BAR in your BIOS or via the NVIDIA Profile Inspector specifically for the Polaris-Win64-Shipping.exe.
  2. Upscaling vs. Native: Tekken 8 forces an upscaler (TAAU, DLSS, FSR, or TSR). To get as close to native as possible, select TAAU and set the Render Scale to 100. This disables the upscaling math while keeping the required anti-aliasing active.
  3. VRAM Management: Tekken 8 is a “VRAM hog.” If your GPU has less than 8GB of VRAM, you must set r.Streaming.PoolSize to a fixed value (like 3000) in the Engine.ini. Leaving it on “Auto” can cause the game to attempt to load 4K textures, leading to a crash or a massive FPS drop during Rage Arts.
  4. Full-Screen Optimization: Right-click the game’s .exe file (Polaris\Binaries\Win64\Polaris-Win64-Shipping.exe), go to Properties > Compatibility, and check Disable full-screen optimizations. This allows the Windows kernel to give the game more direct access to the display buffer.
  5. The Controller Stutter: Using an older Xbox controller via Bluetooth is a known cause of “Input Stutter” in Tekken 8. If your frame rate drops when you press buttons, plug your controller in via USB or update your controller firmware via the Xbox Accessories app.

Technical Explanation: CSM Cascades and Parallel Algorithms

In a fighting game, the environment is static, but the characters and their effects are dynamic. Cascaded Shadow Maps (CSM) are responsible for the high-quality shadows cast by the fighters. By setting r.Shadow.CSM.MaxCascades=1, we reduce the number of times the engine re-calculates shadows based on distance. Since you are always at a fixed distance from your opponent, multiple cascades are redundant and only serve to waste GPU cycles.

Furthermore, r.RHICmdUseParallelAlgorithms=1 is critical for UE5 titles. It enables the Render Hardware Interface (RHI) to submit draw commands in parallel. This prevents a single CPU core from becoming a “bottleneck” during intense particle-heavy moments, ensuring that your Frame-time stays at a flat 16.6ms, which is the gold standard for competitive Tekken.

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