Key takeaways
- Check the refresh rate under Settings > System > Display > Advanced display. A 240 Hz monitor left at 60 Hz has a refresh interval of 16.7 ms instead of 4.2 ms, four times longer, and it is one of the most common causes of “laggy” aim.
- On a desktop, plug the monitor into the graphics card rather than the motherboard’s video output.
- Update the GPU driver and set Power management mode to Prefer maximum performance for FragPunk in the NVIDIA Control Panel. The driver’s own Low Latency Mode is overridden when Reflex is active in the game, so it is not a substitute.
- Turn on Windows Game Mode and disable background recording or overlays you do not use; capture software costs GPU time.
- Run the mouse at 1000 Hz polling, a 1 ms report interval. 4000–8000 Hz cuts that to 0.25–0.125 ms but uses more CPU time, which can cost frames on older processors.
- On the monitor, use a moderate overdrive setting. The most aggressive mode often adds overshoot ghosting without lowering input lag.
To reduce input lag in FragPunk, set Low Latency Mode to NVIDIA Reflex, turn V-Sync and Frame Generation off, and lower GPU-heavy settings until your graphics card is no longer pinned near 99% usage, because a maxed-out GPU builds a queue of frames that delays every click. Everything else below either supports those three changes or fixes problems that feel like input lag but actually come from somewhere else.
Where the delay in FragPunk comes from
Input lag is the time between pressing a button and seeing the result on screen. On PC it stacks up in a chain: the mouse reports the click, the CPU processes the game update, finished frames wait in a render queue, the GPU draws the frame, and the monitor scans it out and changes its pixels. FragPunk’s settings give you control over the middle of that chain, which is where most of the avoidable delay lives.
Network delay is a separate problem. Shots that register late, enemies who seem to peek you before you see them, or rubber-banding point to ping or packet loss rather than input lag. Before changing anything, turn on Performance Metrics under Settings > General. It shows frame rate, ping and packet loss on screen, so you know which problem you are fixing.
The frame-time math behind every fix
Every frame takes a fixed slice of time, and latency is built out of those slices. The table shows why stable frame rates matter and why a render queue hurts so much.
| Frame rate | Time per frame | Added wait if 2 frames sit in the queue |
|---|---|---|
| 60 FPS | 16.7 ms | 33.3 ms |
| 120 FPS | 8.3 ms | 16.7 ms |
| 144 FPS | 6.9 ms | 13.9 ms |
| 165 FPS | 6.1 ms | 12.1 ms |
| 240 FPS | 4.2 ms | 8.3 ms |
| 360 FPS | 2.8 ms | 5.6 ms |
Worked example: a player on a 144 Hz monitor whose GPU is fully loaded at 144 FPS can be carrying a two-frame queue, roughly 14 ms of waiting on top of the render itself. Pushing the frame rate from 144 to 240 FPS only trims about 2.7 ms per frame (6.9 ms down to 4.2 ms). Emptying the queue is worth several times more than squeezing out extra frames, and that is exactly what Reflex and a sensible frame cap do. NVIDIA’s launch material for FragPunk claims Reflex can cut system latency by up to 60%; how much you gain depends on how GPU-bound your PC is.
Step 1: Set the in-game options in this order
Open Settings and work through the display and graphics tabs. Fix sync and latency options first, then trim visual load.
| Setting | Value | Why |
|---|---|---|
| Display Mode | Fullscreen (Borderless if you alt-tab often) | Fullscreen is the most predictable path; Borderless is often close on Windows 11, so compare both |
| V-Sync | Off | V-Sync holds finished frames until the next refresh, which adds delay |
| Anti-Tearing | Off for the lowest latency | Turn it on only if tearing distracts you more than a small delay does |
| Low Latency Mode | NVIDIA Reflex On (try On + Boost) | Keeps the render queue near empty; Boost holds GPU clocks up in CPU-limited scenes at the cost of extra power |
| Frame Generation | Off | Generated frames look smooth but do not respond to your input and add latency |
| Gameplay Frame Rate Limit | Unlimited, or a cap you can hold steadily | A steady cap beats a frame rate that swings by 100 FPS between fights |
| Upsampling & Anti-Aliasing | DLSS with a speed-focused preset, or FSR; TAA at 100% only with GPU headroom | Upscaling cuts GPU load, which keeps the queue short |
| Shadow, Effect and Post Processing Quality | Low | The heaviest GPU costs during busy fights |
| Ray Tracing, SSGI, Screen Space Reflection | Off | Large GPU cost with no competitive benefit |
| Weapon and Scene Dynamic Blur | Off | Blur smears motion and makes tracking harder |
FragPunk also offers Minimalist Graphics, which simplifies materials, lighting and scene saturation. On mid-range cards it is worth enabling because it lowers GPU load and visual clutter at the same time. Use the benchmark tool at the bottom of the Video tab to compare DirectX 11 and DirectX 12 on your own hardware: published guides disagree on which API is faster in FragPunk, and the answer varies with GPU, driver and patch. The game has kept receiving seasonal updates through 2026, so recheck these values after a major patch.
Step 2: Find out whether you are GPU-bound
Enable an overlay that shows GPU usage and play a full round. If GPU usage sits at 97–99% during fights, frames are queuing. Reflex handles much of this on GeForce cards; on any card, the fix is to lower resolution scale or the heavy settings above until usage drops, or to cap the frame rate slightly below what your card holds in the busiest moments.
If GPU usage stays well under 90% and the frame rate still dips, the CPU is the limit. Lowering graphics will barely help there. Close browsers, launchers and capture tools running in the background, and keep the frame cap at a level your processor can sustain.
Step 3: Match the fix to your hardware
| Your setup | Lowest-latency configuration |
|---|---|
| GeForce GPU, frame rate well above refresh rate | Reflex On, V-Sync Off, Anti-Tearing Off, frame rate Unlimited |
| GeForce GPU with G-SYNC, tearing bothers you | G-SYNC and V-Sync on in the NVIDIA Control Panel, V-Sync off in game, Reflex On; Reflex then caps just under refresh (about 138 FPS on a 144 Hz panel) |
| Radeon GPU | Radeon Anti-Lag on in AMD Software, FreeSync on, cap 3–4 FPS under refresh (for example 140 FPS on 144 Hz), keep GPU usage below about 95% |
| Entry-level GPU or gaming laptop | Upscaling on, Minimalist Graphics on, cap at a rate you can hold (90 or 120 FPS), laptop plugged in on its performance profile |
| PS5 or Xbox Series X|S | Enable 120 Hz output in the console video settings if the TV supports it, use the TV’s Game Mode, turn motion smoothing off |
Step 4: Clean up Windows, drivers and peripherals
- Check the refresh rate under Settings > System > Display > Advanced display. A 240 Hz monitor left at 60 Hz has a refresh interval of 16.7 ms instead of 4.2 ms, four times longer, and it is one of the most common causes of “laggy” aim.
- On a desktop, plug the monitor into the graphics card rather than the motherboard’s video output.
- Update the GPU driver and set Power management mode to Prefer maximum performance for FragPunk in the NVIDIA Control Panel. The driver’s own Low Latency Mode is overridden when Reflex is active in the game, so it is not a substitute.
- Turn on Windows Game Mode and disable background recording or overlays you do not use; capture software costs GPU time.
- Run the mouse at 1000 Hz polling, a 1 ms report interval. 4000–8000 Hz cuts that to 0.25–0.125 ms but uses more CPU time, which can cost frames on older processors.
- On the monitor, use a moderate overdrive setting. The most aggressive mode often adds overshoot ghosting without lowering input lag.
When aim still feels floaty
Some FragPunk players have reported a floaty crosshair even with Reflex on and graphics at minimum. The most common advice in those discussions is to cap the frame rate so it stops swinging, because aim feel depends on consistent frame times as much as on raw FPS. If your counter jumps between roughly 160 and 260 FPS, a cap near the low end of that range often feels more responsive than running uncapped.
Two more checks are worth a minute. Disable “Enhance pointer precision” in the Windows mouse settings, since that acceleration curve is easy to mistake for delay. Then confirm in Performance Metrics that packet loss stays at zero; if it does not, move to a wired Ethernet connection before touching another graphics setting.
Hardware That Lowers Input Lag Further
Once the settings above are dialed in, most of the remaining delay in FragPunk comes from the monitor and mouse. A higher refresh rate and a high polling-rate mouse are the next steps.
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