Game build: Latest (March 2026)
CPU: AMD Ryzen 5 3600
GPU: PowerColor RX 9060 XT Hellfire Reaper 16GB (RDNA 4)
RAM: 32GB DDR4 3600MHz
Motherboard: MSI B450M PRO-VDH MAX
Storage: 1TB ADATA LEGEND 860 NVMe
OS: Windows (latest)
DirectX: Tested on both DX11 and DX12, identical results on both
Display: Primary 1080p 180Hz, secondary 1440p 75Hz
Issue: Severe and inconsistent FPS drops exclusively in multiplayer
In singleplayer the game runs solidly even on high settings. The moment I join or host a multiplayer session, FPS drops to 15-25 and stays there, even with nothing taxing happening. Just two players driving around with no towing, no large loot piles, nothing unusual. In singleplayer on the same settings I hold 60-80fps without issue.
I also noticed a post by brckyy with a similar complaint, and _walterbrown replied with a related experience. rockso248 shared a screenshot of the recommended settings which I also tried.
Steps to reproduce:
- Launch the game in any graphics preset
- Start or join a multiplayer session with one other player
- Another player joins, FPS immediately tanks to 15-25 regardless of settings
Also attached my custom INI's and what i already tried.
What I already tried:
- Every graphics preset: potato, low, medium, high, max, Steam Deck mixed settings
- Custom Engine.ini and GameUserSettings.ini tweaks (GC spreading, async streaming, shader cache, TSR fixes)
- Both DX11 and DX12 launch options, no difference
- 720p windowed at 50% resolution scale, still lags in MP, still fine in SP
-USEALLAVAILABLECORESSteam launch option- AMD Anti-Lag+ enabled
- Closed all background applications
Why I don't think this is a graphics settings issue:
My GPU (RX 9060 XT 16GB) runs every other game at 1080p max settings above 60fps without any trouble. Even at 720p windowed with 50% resolution scale the MP FPS drop is identical, while singleplayer on high settings runs fine on the same machine. The performance gap between SP and MP is too large and too consistent to be a GPU or graphics settings problem. There has to be a networking or CPU-side bottleneck specific to the multiplayer code path that graphics settings cannot address. Any insight into what is actually happening on the MP side and whether there is a workaround beyond changing graphics settings would be appreciated.