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For a competitive starting point in THE FINALS on PC, use exclusive fullscreen at your monitor’s native resolution, V-Sync off, NVIDIA Reflex On, 100% resolution scale, RTX Global Illumination Static, Medium view distance and shadows, and Low anti-aliasing, post-processing, effects and foliage. Turn off motion blur and lens distortion, keep textures at Medium, and cap FPS at a rate your system can sustain during destruction-heavy fights. Then verify 1% lows, frame-time consistency and latency on your own hardware; there is no universal preset that is best for every CPU, GPU and monitor.
Recommended competitive preset
Apply these values first, launch a match, and use them as a controlled baseline. The settings are aimed at stable frame times and clear motion rather than maximum visual quality.
| Setting | Starting value | Why |
|---|---|---|
| Display mode | Exclusive fullscreen | Provides the most direct presentation path and makes latency testing consistent. |
| Resolution | Monitor native resolution | Preserves text and geometry clarity; reduce it only when the GPU cannot hold your target frame rate. |
| V-Sync | Off | Avoids the additional queueing latency associated with synchronized presentation. Tearing is the trade-off. |
| NVIDIA Reflex | On | First latency option to test. Try On + Boost only when the GPU is the limiting factor. |
| Resolution scale | 100% | Establishes a predictable native render before testing an upscaler. |
| Motion blur | Off | Keeps targets and camera movement sharp during rapid turns. |
| Lens distortion | Off | Removes an effect that can soften or warp the image without helping visibility. |
| RTX Global Illumination | Static | Retains a consistent lighting model at substantially lower cost than dynamic illumination. |
| View distance | Medium | Limits distant-object work while retaining useful sightlines. |
| Anti-aliasing | Low | Reduces GPU workload; reassess shimmering after choosing an upscaler. |
| Shadows | Medium | Balances contact detail with the cost of shadow maps. |
| Post-processing | Low | Removes expensive secondary effects that rarely improve competitive information. |
| Texture quality | Medium | Uses moderate VRAM while avoiding the blurrier look of very low textures. |
| Effects quality | Low | Helps when explosions, smoke and destruction produce GPU spikes. |
| Foliage quality | Low | Reduces vegetation detail and overdraw in outdoor areas. |
The current PC settings reference lists fullscreen mode, V-Sync, Reflex, frame generation, resolution scale and DLSS controls. Individual labels or available values can change with a game update, so use the closest matching option shown in your build.
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How to apply and test the preset
- Open THE FINALS and choose Settings, then the Video or Graphics page.
- Select exclusive fullscreen, your display’s native resolution, V-Sync Off and 100% resolution scale.
- Set Reflex to On. If monitoring shows the GPU is constantly saturated and latency remains high, test On + Boost; keep the option that gives the better latency without unacceptable FPS loss.
- Enter the visual values in the table, apply the changes and restart the game if the client requests it.
- Play the same map or a repeatable practice scenario for several minutes. Include firefights with destruction, not just an empty room.
- Record average FPS, 1% lows, frame-time behavior and how responsive aiming feels. Change one setting at a time so you can identify its effect.
A high average counter can hide repeated stalls. In a competitive shooter, a slightly lower cap with stable frame times is normally preferable to an uncapped rate that repeatedly hits a CPU or GPU limit.
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Choose an FPS cap from sustained performance
There is no evidence-based universal cap for every monitor and system. Start with a cap your hardware can hold through the heaviest destruction sequences, then compare it with your display refresh rate. For example, if your system swings between 180 and 240 FPS in fights, a cap near the highest rate it can sustain without frequent dips will feel steadier than leaving the counter uncapped.
- High-refresh display: test a cap below the refresh ceiling if that prevents the GPU from running at 99–100% and improves 1% lows.
- GPU-bound system: a cap can reduce power, heat and fan noise while keeping frame times predictable.
- CPU-bound system: lowering expensive CPU-side settings or the cap itself may help more than reducing resolution.
- Variable-refresh display: compare a cap that stays inside the variable-refresh range with an uncapped run, and judge latency and consistency rather than the headline FPS.
Change the cap only after the baseline is stable. If a cap produces obvious input delay or drops below the refresh range during fights, raise or lower it in small steps and retest the same scenario.
Reflex, V-Sync and the latency trade-off
Start with Reflex On
NVIDIA describes Reflex as reducing system latency by up to 57 percent in its 2023 launch testing. That is a vendor-published result under its test conditions, not a guaranteed reduction on every PC. Reflex is still the first latency control to test because it coordinates CPU submission and GPU rendering to reduce queued work.
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When to try On + Boost
On + Boost can keep GPU clocks higher when a system is GPU-bound, potentially lowering latency. The extra power draw can reduce FPS or increase heat on some machines. Compare both modes while watching frame time, GPU utilization, temperature and fan noise; keep Boost only when the latency improvement is measurable and the performance cost is acceptable.
Why the baseline disables V-Sync
V-Sync can eliminate tearing but may add presentation latency, especially when the game misses the refresh interval. Competitive players commonly begin with it Off, then decide whether tearing is a greater problem than the extra queueing. Make that decision after setting a stable cap and testing actual play, not from a menu description alone.
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DLSS, FSR and frame generation
Upscaling and frame generation solve different problems. DLSS or AMD FSR lowers the cost of the base rendered frames by reconstructing the output from a lower internal resolution. Frame generation inserts additional displayed frames between traditionally rendered frames. Always distinguish base-rendered FPS from generated frames when judging responsiveness.
Use an upscaler when base rendering is the limit
If the GPU is saturated at native resolution, test DLSS or FSR at a quality mode that preserves target clarity, then recheck 1% lows and artifacts around thin geometry, particles and moving players. Keep 100% scale when native rendering already meets your cap and image stability matters more than extra headroom. Upscaling is not a fix for a CPU-limited match; it can leave the bottleneck unchanged while making the image softer.
Frame generation is conditional in competitive play
Update 7.9.0 added AMD FSR 3 Frame Generation, updated AMD FSR from version 3.1.3 to 3.1.4 and included GPU optimizations for scenes with many visual effects. Frame generation can make the displayed counter much higher, but it does not replace the latency of the underlying rendered frames. Enable it only after the non-generated frame rate is already reasonably stable, and evaluate aiming response, visual artifacts and frame-time consistency together.
| Published result | Configuration and date | How to interpret it |
|---|---|---|
| “2X on average” at 4K with DLSS 3 | NVIDIA launch article, 2023 | Vendor launch testing; not a current independent test or a promise for your hardware. |
| 1.6X average performance at 2560×1440 with DLSS 3 | NVIDIA launch article, 2023 | Use as historical context for the technology, not as a guaranteed multiplier. |
| 100+ FPS at 4K max settings with DLSS 3 on RTX 4070 and above | NVIDIA launch testing, 2023 | Applies to the tested GPU class and settings; results vary by patch and scene. |
When comparing DLSS, FSR and frame generation, record the base FPS separately from the displayed FPS. Also note resolution, quality mode, GPU and monitor refresh rate; otherwise two counters are not comparable.
What one published benchmark actually shows
PCGamesN reported the following results on an RTX 4070 using DLSS Quality and frame generation on September 26, 2025:
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| Resolution | Average FPS | 1% low |
|---|---|---|
| 1920×1080 | 205 | 78 |
| 2560×1440 | 199 | 75 |
| 3840×2160 (4K) | 131 | 47 |
Those figures describe one RTX 4070 test configuration, not a target that every player should expect. The large gap between average FPS and 1% low also illustrates why destruction-heavy scenes and frame-time graphs matter more than an idle-menu reading.
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Embark’s PC requirements page, updated February 12, 2026, lists these baselines:
| Tier | Operating system | CPU | Memory | GPU | API |
|---|---|---|---|---|---|
| Minimum | Windows 10 64-bit | Intel Core i5-6600K or AMD Ryzen 5 1600 | 12 GB RAM | NVIDIA GTX 1050 Ti or AMD RX 580 | Not stated for this row |
| Recommended | Windows 10 64-bit | Intel Core i5-9600K or AMD Ryzen 5 3600 | 16 GB RAM | NVIDIA RTX 2070 or AMD RX 5700 XT | DirectX 12 |
Minimum specifications indicate that the game may launch; they do not guarantee a particular FPS, latency or visual preset. The recommended 16 GB of RAM and RTX 2070/RX 5700 XT-class graphics are a more useful reference for modern settings decisions. Embark also advises keeping GPU drivers and Windows updates current for performance and stability.
Find the bottleneck before lowering more settings
GPU-limited behavior
If GPU utilization stays near full load, lowering resolution scale or enabling DLSS/FSR can raise base-rendered FPS. Effects, shadows, post-processing, foliage and dynamic global illumination are the first visual costs to reduce. Reflex On + Boost is worth testing in this case, provided power and temperature remain acceptable.
CPU-limited behavior
If GPU utilization falls while one or more CPU threads are busy, a lower resolution may change little. Destruction simulation, view distance and the game’s frame-rate target can matter more. Use a sustainable cap, close background workloads and avoid judging the system from a quiet scene.
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VRAM or memory pressure
Texture quality mainly affects memory capacity and streaming rather than raw shader cost. If you see texture pop-in or hitching and VRAM is near capacity, reduce textures from Medium or higher and verify that other applications are not consuming system RAM.
Shader preloading: the fix for post-update stutter
After the first launch, a game update, a driver update, a graphics-setting change or a cleared shader cache, allow THE FINALS to finish shader preloading. Embark states that closing the game during this process interrupts it and causes the preload to restart from the beginning at the next launch. Incomplete preparation can produce frame drops, texture problems, stuttering and freezes.
- Start the game after the update or driver change.
- Wait for the shader-preloading process to reach completion before entering a match.
- Do not force-close the client while it is working.
- If stutter returns after changing graphics settings, repeat the process and let it finish again.
Shader compilation stutter is different from a sustained GPU limit: it often appears as brief, irregular hitches during the first runs after a change. Compare later matches only after preloading has completed.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting by symptom
High average FPS but sluggish aim
- Confirm V-Sync is Off and test a stable cap instead of an uncapped counter.
- Use Reflex On; test On + Boost only while GPU-bound.
- Disable frame generation temporarily and compare the base-rendered frame rate and latency.
- Check that the display is actually running at its intended refresh rate in Windows and the monitor’s own menu.
Stutter after a patch or driver update
- Restart the game and complete shader preloading without interrupting it.
- Keep GPU drivers and Windows current as Embark recommends.
- Return to the baseline settings and change one option at a time after the cache is prepared.
FPS collapses during explosions and building destruction
- Lower effects, shadows, post-processing and foliage to Low where they are not already there.
- Keep RTX Global Illumination at Static rather than a dynamic mode.
- Set a cap based on the worst destruction-heavy scenes, not the practice range.
- If the GPU remains saturated, test DLSS or FSR; if it does not, investigate CPU utilization instead.
Image looks too soft or shimmers
- Return resolution scale to 100% and compare native rendering.
- Use a higher-quality DLSS or FSR mode, or disable the upscaler if your base FPS already meets the cap.
- Raise anti-aliasing only after measuring the performance cost; do not change several image settings at once.
Frequent freezes or texture errors
- Complete shader preloading after the latest change.
- Reduce texture quality if video memory is pressured.
- Verify that the system meets at least the listed minimum and that Windows and GPU drivers are current.
How to evaluate a setting change properly
Use the same resolution, upscaler mode, frame cap and test route for every comparison. Record:
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- Average FPS: useful for overall throughput but insensitive to short stalls.
- 1% lows: exposes the slower portions of a run and often tracks perceived hitching better.
- Frame-time graph: reveals spikes that an FPS counter hides.
- End-to-end latency: the meaningful response measure when choosing Reflex, V-Sync or frame generation.
- GPU and CPU utilization: identifies which class of setting can actually help.
- Image artifacts: inspect player silhouettes, thin structures, particles and destruction debris.
- Power and noise: a cap or lower setting may be worthwhile if it prevents thermal throttling or distracting fan changes.
Compare results at the same monitor refresh rate and resolution. A higher displayed FPS number is not automatically a better competitive result if it comes from generated frames with poorer latency or unstable frame times.
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When you have GPU headroom
Keep native resolution and 100% scale, then raise textures or shadows one step at a time. Leave motion blur and lens distortion off if visibility is your priority. Stop increasing quality when 1% lows fall below the level you can sustain in fights.
When you need maximum consistency
Use the baseline values, a conservative cap and Static global illumination. Prefer a stable native or upscaled base frame rate over a high counter produced mainly by frame generation. This approach sacrifices some effects and distant detail to reduce sudden frame-time spikes.
When you stream or record
Encoding competes for CPU, GPU and memory resources. Test your settings while the capture software is active, and choose the cap that remains stable with the complete workload rather than optimizing the game by itself.
Bottom line for 2026
Begin with the competitive baseline, complete shader preloading after every relevant update or cache change, and tune from measured 1% lows and latency. Reflex On is the first latency test; On + Boost is conditional. DLSS, FSR and frame generation are tools for a GPU-limited system, not mandatory switches, and generated frames should never be confused with base-rendered responsiveness. Your sustainable cap in destruction-heavy fights is more valuable than an uncapped peak, and the only reliable “best” preset is the one that remains clear, stable and responsive on your specific hardware.
Quick Recap
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