Forum Discussion
NL_Bob_DTC please post another screenshot so I can see what the unstable framerate looks like.
It sound like your CPU is maxed out.
Im playing with frame gen right now and its okay to play, my cpu is between 70 and 100% usage when in game.
Really hope they gonna fix this issue.
with frame gen:
without frame gen:
Also this thing go´s to red, i dont know what that means.
- NL_Bob_DTC5 months agoSeasoned Novice
OskooI_007 my cpu is the AMD ryzen 7 9700x, not overclocked just the stock settings with a AIO cooler.
- crackerjakr5 months agoRising Traveler
you put absolutely no specs of your machine or any settings you are running in the information you provided other than your CPU. which is effected by the BF6 anti cheat
Yes, the AMD Ryzen 7 9700 X uses a single CCD (Core Complex Die) go watch the Jays Two Cents video on youtube about this issue. The video is titled
EA Anti Cheat causing issues with AMD CPUs?
- OskooI_0075 months agoLegend
crackerjakr makes a good point about posting system specs to make sure RAM memory is in dual channel mode with EXPO/XMP memory overclocking is enabled.
Download HWiNFO and post a screenshot of System Summary if you wish us to take a look.
- OskooI_0075 months agoLegend
NL_Bob_DTC mp/s is how many megapixels per second the video card is rendering. A megapixel is 1 million pixels.
To calculate megapixels per second, multiply the number of pixels in a single frame (width x height) by the video's frames per second (fps), and then divide the total by one million.
For example, a 4K video with a resolution of 3840 x 2160 pixels at 30 fps has a calculation of (3840 x 2160 x 30) ÷ 1,000,000 = 248.8 megapixels per second.
mp/s is turning red because the video resolution is dropping low. mp/s turning red is nothing to worry about, but the image will look blurry due to a low resolution.
Resolution scaling features such as FSR and DLSS reduce the video resolution in order to increase FPS performance.
- OskooI_0075 months agoLegend
NL_Bob_DTC there's two ways you can try to smooth out the framerate.
The first way is to use the in-game framerate limiter in BF6 graphics setting to limit the framerate to around 100fps. This will reduce the CPU load and help flatten out the yellow CPU line in the performance graph.
The second way is to increase the GPU load by increasing the video resolution. This will max out the GPU and also lower the framerate. The lower framerate will reduce the load on the CPU.
Both ways reduce the load on the CPU by lowering the framerate so the CPU can pace the frames more evenly. In an attempt to flatten the yellow CPU line in the performance graph. You also want the SIM and Step lines as flat as possible.
The goal is to get all the lines in the performance graph as flat as possible. Spiked lines are bad.
- PvtJohnTowle5 months agoRising Vanguard
Label Meaning Reading What It Suggests
CPU Render thread (game engine preparing frames) 107 fps / 9.1 ms ✅ Fine — your CPU is capable of preparing ~107 fps worth of work
SIM Simulation thread (game logic, AI, physics, networking) 60 fps / 11.2 ms ⚠️ Bottleneck — this is the slowest thread, limiting your overall game frame rate
GPU Graphics rendering (what the GPU can draw) 142 fps / 7.0 ms ✅ Plenty of headroom — GPU is waiting for CPU/Sim thread
MP/s Multiplayer simulation throughput 243.3 Normal for network data rate; not an issue⚠️ What the Problem Is
Your SIM (simulation) thread is lagging behind the GPU and render thread.
That means:Your GPU could render 142 fps,
Your CPU render thread could feed ~107 fps,
But your simulation thread can only handle 60 fps,
which makes the entire game limited to ~60 fps.This is a CPU-side bottleneck, specifically in the game’s simulation code, not GPU rendering.
It often happens in large Battlefield matches (especially 64+ player servers) or when:You’re running high simulation load (lots of explosions, AI, physics).
The game thread is on a single CPU core that’s getting hammered.
You’re using DirectX 12, which can make frame pacing more dependent on simulation time.
🧩 How to Fix or Improve It
Try these steps:
Enable DX12 (if not already) — or switch back to DX11 to see if it improves thread scheduling.
In BIOS or Windows, make sure CPPC Preferred Cores and Game Mode are enabled.
In RTSS, check CPU usage per core — if one is at 100%, that’s your simulation thread bottleneck.
Lower simulation-heavy settings:
Terrain Quality
Global Illumination
Animation/Physics effects
Turn off future frame rendering (in some cases it stabilises simulation latency).
If you’re streaming or have heavy background tasks, ensure nothing else is contending for CPU time.
🧾 Summary
✅ GPU and CPU render are fine.
⚠️ SIM thread bottleneck = game limited by simulation logic, not graphics.
🛠 Fix: reduce CPU load, experiment with DX mode, check core utilisation.
- NL_Bob_DTC5 months agoSeasoned Novice
PvtJohnTowle when i lower the settings ingame the SIM stays on 60 at all time. Is that normal?
- OskooI_0075 months agoLegend
NL_Bob_DTC wrote:
when i lower the settings ingame the SIM stays on 60 at all time. Is that normal?
60fps SIM is misleading because it simply means that's the minimum FPS you need.
You can calculate the actual fps of SIM using this equation.
1000ms ÷ SIM = FPS
For example, if SIM is 8ms,
1000ms ÷ 8ms = 125fps
There's 1000 millisecond in one second. SIM is updating every 8ms. Therefore SIM is updating 125 times per second.
You can calculate the frame rate for CPU and GPU using the same equation. You can also calculate the server's frame rate from server frame time (SFT) in the network performance graph.