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Freedom251 › Blog › AMD FSR

Best THE FINALS graphics settings for higher FPS and lower input lag (2026 guide)

By Freedom251 Team · · 9 min read

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For a strong competitive starting point on PC, use exclusive fullscreen at your monitor’s native resolution, turn V-Sync, motion blur and lens distortion off, keep resolution scale at 100%, enable NVIDIA Reflex, and use the balanced quality values in the table below. Start with RTX Global Illumination set to Static, then tune an FPS cap to the frame rate your system can sustain during destruction-heavy fights. Treat this as a baseline: your CPU, GPU, monitor refresh rate and 1% lows determine the final settings that feel best.

DLSS or AMD FSR can help when the GPU is the bottleneck. Frame generation can raise the displayed-FPS counter, but it should be judged separately from base-rendered FPS, input latency and frame-time consistency.

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Recommended competitive settings

Apply these values first, play a few complete matches, and then change one setting at a time. The goal is consistent frame times rather than the highest momentary counter.

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Setting Starting value Reason and adjustment rule
Display mode Exclusive fullscreen Use it as the latency-focused starting point. If your system behaves better in a different mode, compare frametimes rather than assuming one mode is universally fastest.
Resolution Monitor native resolution Preserves the sharpest image. Lower it only after testing resolution scale and an upscaler.
V-Sync Off Removes the game-side synchronization step used in this competitive baseline. Revisit it only if tearing is more distracting than the added latency.
NVIDIA Reflex On First latency option to test on supported NVIDIA hardware.
Reflex On + Boost Test if GPU-bound It can reduce latency on some systems by keeping the GPU more aggressively clocked, but may trade away some FPS or increase power and heat.
Resolution scale 100% Maintains native internal rendering. Lower it only when the GPU cannot hold your chosen cap.
Motion blur Off Improves target clarity during fast camera movement.
Lens distortion Off Removes an image effect that can make peripheral detail harder to read.
RTX Global Illumination Static A safer performance choice than dynamic lighting. If the GPU remains saturated, test the disabled option.
View distance Medium Retains useful scene information without the highest distance cost.
Anti-aliasing Low Reduces GPU work; raise it only if shimmering is unacceptable after your frame-time target is met.
Shadows Medium Balances readability and performance. Lower it if heavy scenes still miss the cap.
Post-processing Low Limits secondary effects that do not help competitive visibility.
Texture quality Medium Provides a reasonable clarity baseline without making textures the first source of memory pressure.
Effects quality Low Reduces the cost of explosions, destruction and other effects that commonly create GPU spikes.
Foliage quality Low Minimizes detail that rarely improves a close-range fight.
Frame generation Off for the initial latency test Establishes your true rendered-FPS and input-latency baseline. Test it later if you need a higher displayed rate and can accept its trade-offs.

These values reflect the commonly used competitive baseline and the settings exposed in the current PC version. They are not a guarantee for every processor, graphics card or map state.

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Why latency and 1% lows matter more than the headline FPS

An uncapped counter can look impressive while the game repeatedly reaches a CPU or GPU limit. In a destruction-heavy fight, that produces uneven frame delivery: the average may be high, but the slowest one percent of frames arrives late enough to affect aiming. A lower cap that the system can hold is usually easier to track and feels more predictable.

Measure three separate things when you tune:

  • Base-rendered FPS: frames produced by the game simulation and renderer before any generated frames.
  • 1% lows and frametime consistency: evidence of hitching or spikes that an average conceals.
  • End-to-end input latency: the time from an input to the visible result, which can worsen even when a generated-frame counter rises.

Also watch CPU and GPU utilization. A GPU pinned near full utilization while the CPU has headroom indicates a graphics bottleneck; a CPU thread at its limit with a less busy GPU indicates that lowering visual quality may not solve the problem.

How to apply and validate the settings

  1. Launch THE FINALS and open the video or graphics settings page.
  2. Select exclusive fullscreen, your display’s native resolution, 100% resolution scale, V-Sync off, motion blur off and lens distortion off.
  3. Set RTX Global Illumination to Static, then enter the Medium/Low quality values in the table.
  4. Enable NVIDIA Reflex On if your GPU supports it. If testing On + Boost, compare the same scene with both modes and record FPS, 1% lows, temperature and power behavior.
  5. Leave frame generation disabled for this first pass. Use the same map, resolution and cap for each comparison.
  6. Play through a repeatable, effects-heavy situation rather than judging the menu or an empty practice area.
  7. Record average FPS, 1% low FPS, visible hitching and your own aiming response. Keep a setting only when it improves the metric that matters to you without creating objectionable artifacts.

Change one variable per test. If you lower several options at once, you will not know which change solved a hitch or which one damaged image quality.

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Choosing an FPS cap for your monitor

There is no single cap value that works for every refresh rate and PC. Choose a number your system can sustain in the worst fights, not the highest number it reaches in a quiet area. Start by observing the 1% lows at your monitor’s refresh rate, then test lower caps until the frame-time graph stops repeatedly hitting the CPU or GPU limit.

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For example, on a high-refresh display, compare a cap near the panel’s refresh rate with one modestly below it and keep the lower option if it eliminates spikes. On a 60 Hz display, a stable 60 is more useful than an unstable 100. The exact value is hardware-dependent; the available published guidance does not establish a universal cap.

After setting a cap, repeat the test with destruction, multiple players and heavy visual effects. Update 7.9.0 specifically included GPU optimizations for situations with many visual effects, so performance can differ between patches even when your settings have not changed.

DLSS, AMD FSR and frame generation

When to use an upscaler

Use an upscaler when the GPU is the limiting component at your chosen resolution. Start with a quality-oriented mode and compare its image to native 100% scale. Look closely at thin geometry, distant signage, particles and moving targets for shimmer or ghosting. If the native image already meets your cap, an upscaler may not provide a worthwhile trade.

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NVIDIA’s 2023 launch material reported average performance gains of 2× at 4K and 1.6× at 2560×1440 with DLSS 3. Those are vendor-published launch figures, not a current independent test or a guarantee for THE FINALS on your hardware.

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What frame generation changes

Frame generation inserts additional displayed frames between traditionally rendered frames. That can make motion look smoother and raise the displayed-FPS number, but it does not replace the game’s simulation work or automatically reduce the latency of your physical input. Evaluate it with base-rendered FPS, latency and frame-time behavior shown separately.

AMD FSR 3 Frame Generation was added in update 7.9.0, which also moved AMD FSR from version 3.1.3 to 3.1.4. If you enable it, begin from a stable base-rendered rate, then check for ghosting around destruction, characters and transparent effects. Disable it if the extra displayed frames are accompanied by perceptible delay or inconsistent pacing.

Reflex and frame generation together

Reflex is the first latency control to test on supported NVIDIA hardware. NVIDIA’s 2023 launch testing claimed latency reductions of up to 57%; that is a vendor figure measured under its stated test conditions, not an independent 2026 result. On + Boost can help a GPU-bound system but may reduce efficiency, so keep the mode that gives the best measured response without sacrificing the cap you can sustain.

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Image-quality adjustments after the baseline

Once your cap is stable, spend performance where it is easiest to see. If shimmering is your main complaint, raise anti-aliasing one step and retest before touching textures. If explosions cause large GPU spikes, keep Effects Low and test Shadows or Global Illumination next. If distant objects are too difficult to read, raise View Distance from Medium only after confirming that the extra workload does not break your 1% lows.

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Textures usually affect memory capacity more than shader throughput. Keep Medium while diagnosing; change it only after confirming that your graphics card has enough video memory and that texture streaming, rather than rendering load, is the actual problem. Every quality increase should be validated in a busy match, not just in a static scene.

PC requirements and what they imply

Embark’s PC requirements page, updated February 12, 2026, lists the following baseline. The recommended specification is a useful floor for the competitive settings above, not a promise of a particular FPS.

Tier Operating system Processor Memory Graphics 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 separately stated
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

Embark advises keeping GPU drivers and Windows updates current for performance and stability. If your machine is near the minimum, prioritize a sustainable cap and low effects over native resolution or high refresh-rate targets. A recommended-class system gives you more room for native rendering, but the final result still depends on the map, destruction state and background workload.

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Published benchmark context

One published guide gives a useful reference point, but it should not be read as a promise. PCGamesN reported results on an RTX 4070 using DLSS Quality and frame generation on September 26, 2025:

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Resolution Average FPS 1% low FPS
1920×1080 205 78
2560×1440 199 75
3840×2160 (4K) 131 47

Those numbers come from one RTX 4070 configuration and include generated frames, so they cannot predict your base-rendered FPS, latency or 1% lows. NVIDIA’s 2023 launch testing also reported more than 100 FPS at 4K max settings on RTX 4070-class and faster GPUs with DLSS 3; that is likewise a vendor launch result rather than a universal target.

Fixing stutter after an update or settings change

The most important first step is to let shader preloading finish. Embark says this preparation may occur after a first launch, a game update, a driver update, a graphics-setting change or a cleared shader cache. Closing THE FINALS while shaders are preloading interrupts the process and makes it restart from the beginning on the next launch.

  1. Start the game after the update or driver change and watch for the shader-preloading process.
  2. Leave the game open until that process completes; do not force-close it because it appears idle.
  3. After completion, restart only if the game requests it, then test the same scene again.
  4. If stutter remains, keep the baseline settings, confirm Windows and GPU drivers are current, and change one graphics option at a time.
  5. Compare 1% lows and frametime consistency before and after each change. A higher average with worse spikes is not an improvement for competitive play.

Embark links incomplete shader preparation with frame drops, texture problems, stuttering and freezes. This is why performance immediately after an update may not represent the settled result.

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Diagnosing whether you are CPU- or GPU-limited

GPU-limited symptoms

  • GPU utilization remains near full load while one or more CPU threads have headroom.
  • Lowering resolution scale or enabling DLSS/FSR raises base-rendered FPS.
  • Effects, shadows and global illumination changes have a visible effect during explosions.

For this case, keep the cap sustainable, test a quality upscaler, and use Static or disabled Global Illumination. Frame generation is optional and should be evaluated only after the base render is stable.

CPU-limited symptoms

  • One CPU thread reaches its limit while GPU utilization falls below its usual ceiling.
  • Lowering resolution produces little change in FPS.
  • Large fights and destruction cause the biggest drops.

For this case, reducing resolution may do little. Keep view distance, shadows and effects at the baseline or lower, close unnecessary background work, and choose a cap that the busiest CPU scenes can hold.

Common mistakes to avoid

  • Chasing the average: a high average FPS can hide poor 1% lows.
  • Confusing generated and rendered frames: the displayed counter is not a direct latency measurement.
  • Using On + Boost automatically: test its power, temperature and FPS cost on your own system.
  • Changing everything at once: you lose the ability to identify the setting responsible for an improvement or a regression.
  • Closing during shader preparation: the process restarts and can prolong stutter.
  • Assuming a published benchmark is a guarantee: resolution, driver, patch, hardware, scene and frame-generation mode all matter.

Practical decision order

  1. Secure a stable fullscreen, native-resolution baseline with V-Sync, motion blur and lens distortion disabled.
  2. Enable Reflex On and establish base-rendered FPS and latency before adding frame generation.
  3. Set an FPS cap that survives the most destructive fights and check the 1% lows.
  4. If GPU-limited, test DLSS or FSR, then Static or disabled Global Illumination and lower effects.
  5. If CPU-limited, reduce view distance, shadows and effects and lower the cap instead of immediately lowering resolution.
  6. After every update or driver change, complete shader preloading before judging performance.

This order keeps the competitive priorities clear: predictable frame delivery first, latency second, and extra image quality or generated frames only when they do not undermine either.

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