
How to improve FPS in Fall Guys (PC)
Fall Guys looks like the least demanding game in your library, and for the most part it is: its simple, colorful, low-poly art is designed to run on almost any rig. But behind that innocent facade hides an Unreal Engine 4 engine that has to simulate ragdoll physics for up to 40-60 players at once, all colliding with each other, with moving platforms, and with the level itself. That massive physics calculation falls almost entirely on the CPU, not the GPU.
This is what you'd gain with a NVIDIA RTX 3050
Calculations based on our FPS model combined with the % gain of each setting (measured in public benchmarks).
1. Quick wins (no visual loss)
Start here. Each one adds a little, but together they give +42% free FPS.
Shadow Quality
Dynamic shadows from dozens of characters moving and bouncing at once are one of the most expensive rendering loads in the game, despite the flat art style.
Anti-Aliasing
Fall Guys' smooth-edged, flat-color visual style doesn't need aggressive antialiasing to look good.
Post Processing
Post-processing effects like bloom and color correction add an extra rendering step right when the CPU is already saturated calculating physics.
V-Sync
V-Sync introduces input lag and artificially caps the framerate right in a platformer where jump precision depends on immediate response.
Frame Rate Limit
Setting an FPS limit slightly below the maximum avoids unnecessary thermal spikes and keeps frametime more stable.
2. Medium impact settings
Here's where most of the FPS is. Minor visual impact, major performance impact.
Texture Quality
Fall Guys' textures are already deliberately simple and low-resolution by artistic design.
View Distance
Many Fall Guys levels have decorative elements and distant platforms visible from the start of the course.
Effects Quality
Particle effects from confetti, splashes, and elimination explosions multiply quickly when 40-60 players generate simultaneous events.
Motion Blur
Motion blur adds a small post-processing load and tends to make precise jump reading harder.
3. Upscaling (DLSS / FSR / XeSS)
The biggest gain in the game. Compatible with almost any modern GPU.
4. Tips by GPU
NVIDIA
- •Enable low-power/low-latency mode in the NVIDIA control panel to reduce input lag on precise jumps.
- •Fall Guys doesn't saturate any modern NVIDIA GPU; don't force a GPU overclock, since the real bottleneck is the CPU.
- •Keep drivers updated, since Epic Games updates the game frequently.
AMD
- •Enable Radeon Anti-Lag to reduce input latency on precise jumps and grabs.
- •You don't need to aggressively enable Radeon Image Sharpening; Fall Guys' flat art doesn't benefit much from this filter.
- •Check that the system's power mode isn't limiting the GPU clock on laptops.
Sistema
- •Prioritize a processor with strong per-core performance over a high core count, since physics simulation depends heavily on fast threads.
- •Close third-party overlays during matches, since they compete for the same CPU threads the engine needs.
- •Install the game on an SSD to reduce loading times between rounds.
5. Known game issues
Micro-stutters in final rounds with all players grouped up
When the remaining 40-60 players cluster together in tight spaces, ragdoll collision calculation can cause occasional frametime drops.
Memory leaks after long sessions
Playing many rounds in a row without restarting the client can cause a progressive increase in RAM usage.
Stuttering when loading new minigames
The transition between rounds loads new assets and level physics on the fly, which can cause a brief hitch at the start of each minigame.
6. Frequently asked questions
Why does Fall Guys run poorly on my PC if the graphics are so simple?▾
Which setting gives the most FPS with the least visual loss?▾
Do I need a powerful GPU to play Fall Guys well?▾
Why does the game stutter right during the final rounds?▾
Want to know exactly how many FPS YOUR PC will get?
Enter your GPU and CPU in our calculator and measure the real impact of each setting.
Calculations based on consensus of technical sources and our own FPS model. More about our methodology →