From a diagnostics perspective, a DxDiag won’t meaningfully narrow this down:
DxDiag is static, not time-series.
It captures DirectX version, drivers, and basic hardware, but no runtime telemetry: no frametime curves, no Present/Flip timing, no per-frame CPU/GPU utilization, no I/O spikes, no shader compilation events. The symptoms here are intermittent/runtime by nature.
Stutter & slow-motion are engine runtime/scheduling issues.
Typical root causes are frame pacing, thread scheduling (simulation/render/input), shader compilation, asset streaming (I/O), DX12 barrier/queue contention, V-Sync/frame cap/Reflex/Frame Generation interactions, etc.—none of which are visible in DxDiag.
Another common problem is the controller stops working:
Controller dropouts are HID/XInput runtime path issues.
These often stem from the HID stack, USB/Bluetooth polling, overlay/input mappers, focus/foreground changes, or engine deadzone/rate limits. DxDiag lists devices, but it doesn’t show polling rates, packet loss, or HID errors around the time of failure.
Anti-cheat/overlay/DRM hooks are runtime interactions.
Conflicts between EA AntiCheat and overlays (GeForce Experience, Discord, RTSS), or with Reflex/FG, occur at runtime. Hook chains and API intercepts aren’t represented in DxDiag.
Problem prevalence suggests build/engine scope, not a single machine.
With many users reporting identical symptoms on heterogeneous hardware, collecting individual DxDiags adds noise but little diagnostic signal.
Actionable data that would help engineering instead:
-> Game logs & crash/debug dumps from the current EAFC 26 build (happy to provide exact files/paths if you share them).
-> PresentMon or ETW frametime traces (per-frame CPU vs. GPU bound, missed presents, flip model).
-> GPUView/ETW trace with DXGI/D3D12/Disk I/O/Network providers to surface shader-compile hitches, streaming stalls, ISR/DPC spikes.
-> In-engine telemetry (simulation-ms, render-ms, RHI-ms, shader-compile markers, streaming queue depth, net-tick drift).
-> EA AntiCheat logs to check for hook/block latency.
-> Windows Event Viewer extracts (System + HIDClass/USB/Bluetooth) around the controller dropout timestamps.
-> Network telemetry (RTT/packet loss/tick-rate) if the “slow-motion” correlates with online sessions.
-> Settings snapshot: V-Sync, frame cap, Reflex, DLSS/FG, exclusive fullscreen vs. borderless, controller path (XInput for example), and overlay status.
Can we as a community help with this?