#PC vs Console: Notice Input Lag?
1 messages · Page 1 of 1 (latest)
Introduction & Background
Many PC players experience input lag in FC26, especially in crossplay against console players. The engine runs stable at 60 Hz on consoles. Goal: optimize PC settings to minimize input lag, respect engine tick rate, create fair crossplay conditions, and use GPU efficiently.
Note on validity: Some recommendations are based on player reports and technical reasoning. Official sources do not confirm all details.
Tickrate & FPS
- Consoles: 60 Hz engine tick rate
- PC: more frames per tick → input lag possible
- Recommendation: limit FPS to multiples of 60: 60, 120, 180, 240 FPS
Explanation
- 60 FPS: stable for mid-range PCs
- 120 FPS: smoother input
- 180 FPS: very smooth, high-end GPU needed
- 240 FPS: maximum smoothness, high-end GPU required
Core Principles
- FPS limit in driver stabilizes frame output
- Background FPS limit 20 relieves GPU when game is in background
- Low Latency Mode / Anti-Lag ON minimizes input lag
- VSync driver OFF, in-game ON prevents micro-stutters
- Rendering Scale 80–90 % relieves GPU
- Power Mode max GPU usage
- G-SYNC / FreeSync ON smooths minor FPS fluctuations
- Threaded Optimization ON uses multiple CPU cores
NVIDIA GPUs – Driver & In-Game
- FPS Limit: 60, 120, 180, 240
- Background FPS Limit: 20
- Low Latency Mode: ON
- VSync driver: OFF
- Power Mode: Max Performance
- Threaded Optimization: ON
- Triple Buffering: OFF
- Preferred Refresh Rate: Highest
- G-SYNC global: ON
In-Game:
- FPS Limit: Unlimited (driver FPS applies)
- VSync: ON
- Rendering Scale: 80–90 %
- Motion Blur, Film Grain, Sharpening: 0
- Competitive Mode: ON
- Controller Vibration: OFF, Adaptive Triggers: OFF
- Camera: Any
AMD GPUs – Driver & In-Game
- FPS Limit FRTC: 60, 120, 180, 240
- Background FPS: 20
- Anti-Lag: ON
- Wait for V-Refresh: OFF
- Power Mode: Max Performance
- In-Game same as NVIDIA
Quick-Checks
- Check driver FPS limit, Background FPS, Low Latency / Anti-Lag, Power Mode
- In-Game check FPS Limit Unlimited, VSync ON, Rendering correct
- Gameplay test: Kickoff / Training, Sprint + Dribble → input direct
- GPU check: moderate consumption, no micro-stutters
Recommendations
- FPS multiple of 60 stable
- Rendering Scale 80 % relieves GPU
- Cutscenes minor fluctuations normal
- Monitor Hz irrelevant, driver FPS counts
- Low Latency Mode ON stable
- Ultra Low Latency Mode may cause micro-stutters
GPU Tips
- Mid-range: 60–120 FPS
- Good GPU: 180 FPS
- High-end GPU: 240 FPS
Notes
- FPS > Monitor Hz little benefit, GPU overworks
- G-SYNC / FreeSync prevents screen tearing
- Background FPS helps if tabbed out
Personal Note
These settings personally helped me reduce input lag significantly and achieve a smoother gameplay experience.
Don't use v-sync or frame limiters, it introduces input lag!!!!
If you had read it properly, you would know that I'm not using V-Sync; it's deactivated in the driver. Furthermore, you would also know that the frame rate adapts to the engine! 60x1, 60x2, 60x3, and 60x4
Didn’t work anyways
You'll never be in sync with your opponent if you're working against the engine.
Why 144 FPS and 165 FPS don't work well in EA FC
EA FC still runs on an internal 60 Hz animation and physics engine (the same as all consoles).
Because of this, your FPS must be a clean multiple of 60 to avoid stuttering and input lag.
144 FPS → not a multiple of 60 → uneven frame pacing
165 FPS → not a multiple of 60 → skipped/interpolated frames
This causes:
inconsistent input delay
micro stutters
bad player switching
slow passes/tackles
overall “delay” vs console players
FPS values that work correctly
60FPS
120 FPS (2×60)
180 FPS (3×60)
240 FPS (4×60)
These match the 60 Hz engine and give stable input response.
So 144 and 165 FPS are poor choices for EA FC — stick to 60 / 120 / 180 / 240.
So far, it has worked for everyone I've shown it to!
I mean I run the game with 300-400 fps, input delay shouldn’t really be noticable. They increase input delay for us to want better and more responsive players
Yes, everything you said is correct. But the game is a console port, and the engine itself originally runs at 60 Hz.
That’s why it makes sense to multiply the 60 FPS to 120, 180, 240, or 300 FPS, depending on what your monitor can actually display. Anything above that doesn’t help, because your monitor can’t show it anyway.
Give it a try. I definitely felt improvements with this setup.
You should also keep VSync enabled only in the game, while VSync in the GPU driver stays disabled.
This combination provides the most stable interaction between the driver FPS cap, G-Sync/FreeSync, and the game engine. Without this setup, many players experience micro-stutters, bad frame pacing, or inconsistent input.
In short: VSync ON in-game, VSync OFF in the driver – this delivers the smoothest results.
LLOOOOOOOOL please shut your mouth
LOL enough for you? Then stay quiet – reading would probably be too much input anyway.
putting at 300 fps solves nothing. delay is from servers. just shut your mouth
Apparently you’re not able to read well enough to distinguish numbers like 60 to 240. Before telling people to shut up, try reading why 144/165+ FPS cause micro-lag in EA FC. Maybe it’ll help. And seriously, keep your mouth closed until you actually understand something.
hey , eafc 26 in my pc uses more 90% cpu adn 30 % gpu usage, do you know any fix?
due to this speed up lag happens and micro sttuters
I do little pal. tried all the non sense you say here. I have a 5080 and 9800 x3d, I have enough fps to distribute for all your family. solves nothing the multiple of 60. DELAY IS FROM SERVERS, PERIODT
Cool specs, bro. I’m running hardware just one generation below yours, so your family gets one serving of FPS less from me — and guess what? Still doesn’t change how the 60 Hz engine works.
Server delay exists, sure — but the micro-lag vs PC players comes from unsynced client FPS, not your 5080.
Try understanding the mechanics before talking in caps. You still don’t get it, man.
We’re talking about input lag, not server delay. Two completely different things.
But hey, if you can’t tell the difference between “my button doesn’t register” and “the server answers late”, no wonder you think your 5080 is the holy fix.
Micro lags doesn’t matter to us. It’s the delay
Try capping your FPS at 180 or lower it slightly to 178/177 FPS in the NVIDIA settings. I hope your monitor supports 180Hz; these settings work for me.
But if you encounter other PC players who use different settings (for example 144 FPS/Hz), you might see input lag again because the clients differ at least that's the theory. It only happened to me twice in 20 games.
Can anyone help me with cpu usage thing?
loooooooooooool you are just a clown that watch click bait videos and have zero idea what you are talking about.
Honestly, not worth arguing with that person the problem clearly sits in front of the PC.
input lag or server delay ? input lag do steps on top ... server delay ask ea😂
it's okay bro, you can solve it, just put your HZ at 60 plus 54 plus 43 minus 52 times 43. if you divide this number for 43 and you cap the fps at that number everything will be fine
Oh wow, how beautifully smooth it is running!
I don’t know. It’s a shame EA can’t make a game because it’s so fun when the gameplay is fast and responsive. Have a good one! 😁
against consoles it works perfect but not all pc players u got Input-Lag because every pc player have other settings i test it for weeks but u r right they cant build a constant game
@kindred shard i dont think its fixed still
idk i have quit the game after 30 years