HHow-to

Best GameLoop settings for CODM Season 8 "Against All Fate" — full performance guide

Season 8 "Against All Fate" launches September 9 — these are the emulator and in-game settings that give you the most stable frame rate, the sharpest competitive visibility, and the best weapon feel for the new season's mobility-down, fighting-up meta.

A new CODM season is the right moment to audit your full setup. Season 8 "Against All Fate" (September 9, 2026) carries a clear design direction the patch notes call "direct fighting over high mobility" — nerfs to sprint speed, grapple range, and aerial manoeuvres; buffs to close-range damage, ADS speeds on forgotten weapons, and tactical equipment that counters fast play. For emulator players who already bring better aim than the average mobile player but tend to lose movement-based duels, this patch tilts the field in your direction.

Start with the emulator. The in-game graphics preset can be changed in seconds; a misconfigured emulator costs you performance in every session until you fix it.


GameLoop emulator settings

Open GameLoop and go to the gear icon in the top-right corner.

Rendering engine

DirectX 11 is the correct pick for most players. It is stable, has no per-session shader compilation pause, and the performance ceiling is sufficient for 120 fps on high-end hardware.

Choose DirectX 12 only if you have an RTX 3070 or better and you are targeting more than 120 fps. DX12 delivers slightly higher GPU throughput on capable cards but introduces 5–10 minutes of shader compilation stutter each time you start a new GameLoop session. If you play in short sessions or alt-tab frequently, that stutter will recur and reduce your effective warmup time.

Vulkan is present in some GameLoop builds but is not recommended for CODM — it produces inconsistent frame pacing on most tested hardware configurations.

Resolution

Set it to your monitor's native resolution. Running at a non-native resolution adds GPU scaling overhead without improving image quality and can make the image look softer than Low in-game graphics would. If frame rate is the problem, reduce in-game quality — not emulator resolution.

High FPS mode

Enable it. Without this toggle, the in-game 90 fps and 120 fps options will not appear regardless of what you select inside the game. This is a common source of confusion after a fresh GameLoop install or a version update.

Virtual machine memory

Set to at least 4 096 MB. If your system has 16 GB of RAM or more, 8 192 MB is better. Undersized VM memory is the most common cause of crash-on-launch and stutters during scene transitions — S8 "Against All Fate" does not add unusually large maps, but Honkai Impact 3rd crossover events tend to load several new asset bundles at season start that can exhaust tight VM memory budgets.

CPU cores assigned

Assign 4 cores minimum. If your CPU has 8 or more logical threads, use 6. Assigning more than 6 cores does not improve CODM frame rates and can introduce thread scheduling overhead. After launching, set GameLoop's process priority to High in Windows Task Manager — right-click the process, Set Priority → High. Do not use Realtime; that can destabilise the system.

Overlays

Disable third-party overlay software (Discord in-game overlay, GPU OSD tools) before Season 8 launches. CODM's anti-cheat scanner periodically checks for injected overlays and can issue false positives. GameLoop's own FPS counter in the top-left corner of the game window is safe.


In-game graphics settings

Access these via Settings → Graphics inside CODM. There are three tiers of recommendation depending on your hardware.

Performance tier (GTX 1060 / RX 580 and below, or any system targeting 60 fps stability)

SettingValue
Graphics qualityLow
Frame rateHigh (60 fps) or Very High (90 fps)
Depth of FieldOff
BloomOff
Advanced graphicsOff
Anti-aliasingOff
Shadow qualityOff

Anti-aliasing and shadow quality are the most expensive settings in CODM. Turning off both on a performance-tier system frees enough GPU headroom to push from 45 fps to a stable 60 fps in most outdoor areas. With S8 moving combat closer and faster (less aerial movement, more ground fights), consistent 60 fps becomes more valuable than high visual quality.

Balanced tier (GTX 1660 / RX 5600 XT, 16 GB RAM, targeting 60–90 fps)

SettingValue
Graphics qualityMedium
Frame rateVery High (90 fps)
Depth of FieldOff
BloomOff
Advanced graphicsOff
Anti-aliasingSMAA (not MSAA)
Shadow qualityMedium

SMAA over MSAA: MSAA is a multi-sample technique that multiplies the render cost of edges; SMAA is a post-process technique that costs a fraction of that. At 1080p competitive play, the visual difference is negligible and the frame rate difference is measurable.

High-performance tier (RTX 3060 / RX 6700 and above, 16–32 GB RAM, targeting 90–120 fps)

SettingValue
Graphics qualityHigh
Frame rateUltra (120 fps)
Depth of FieldOff
BloomOff
Advanced graphicsOn (optional)
Anti-aliasingSMAA
Shadow qualityLow or Medium

Keep shadow quality at Low or Medium even on high-end hardware. In a competitive match, hard shadows at High quality obscure silhouettes against complex backgrounds — players standing in shadow become harder to distinguish from the environment. This becomes more relevant in S8 because the meta rewards holding angles and winning direct fights rather than flanking from unexpected directions. You want to see the player standing in that doorway clearly.


Weapon loadout for the S8 meta

Season 8's balance philosophy changes which weapons are worth building around on emulator. The short version: if you were running the FSS Hurricane, reconsider. If you dismissed the S36 LMG and Arctic .50, revisit them.

FSS Hurricane → Fennec / LAPA

The FSS Hurricane's sprint speed reduction hits its primary identity: the sprint-and-gun SMG. On keyboard, you are already less reliant on sprint-fire timing than a touchscreen player — but the Hurricane's appeal was combining raw damage with rapid repositioning. That margin shrinks in S8.

Both the Fennec SMG and LAPA SMG receive buffs this season and make better S8 replacements than they did before:

  • Fennec: higher fire rate, almost identical engagement range to the Hurricane. Best direct swap.
  • LAPA: slightly slower but more forgiving recoil pattern — well-suited to the S8 meta of holding tighter angles.

S36 LMG — now mid-range viable

The S36 gains 40 ms on ADS (from 420 ms to 380 ms) and 30 ms on sprint-to-fire. These are meaningful improvements for a weapon that was accurate at mid range but too slow to reach aim before targets crossed the sight line.

On a mouse, you will notice the difference in snap-ADS situations at 25–40 metres. The S36 was previously frustrating when a target stepped into the open at medium range: by the time you right-clicked to ADS, the target had already moved. At 380 ms that window closes noticeably.

Pairing recommendation: 3× or 4× slow scope, ADS sensitivity multiplier 55–60%. At close range the S36 remains a slow weapon — do not try to use this buff at short-map modes. It earns its slot on larger BR maps and in Hardpoint where you hold elevated angles.

Arctic .50 Sniper — emulator-friendly buff

The Arctic .50 receives improvements in S8. On a mouse this matters more than it does on mobile: sniping with a mouse already outperforms a thumbswipe sniper in tracking and follow-up shots, and a buffed one-shot-down platform amplifies that advantage.

If you have avoided sniping because the weapon felt unrewarding at its previous state, S8 is the season to retest it on emulator. Your scope sensitivity from Season 7 transfers without adjustment.

Cronen Squall, Krig 6, FFAR 1 — ARs in a stronger position

All three ARs receive buffs this season. The Cronen Squall was already in the top half of ARs for longer engagements; the Krig 6 and FFAR 1 were mid-pack. A stronger AR tier is generally better for emulator play — the AR engagement range (20–50 metres) is where mouse-and-keyboard aim advantage is most pronounced.


Sensitivity for Season 8

Your Season 7 sensitivity numbers transfer to S8 without requiring a reset. The S8 patch changes weapon ADS times and sprint mechanics, but does not introduce new input modes or overhaul the sensitivity system.

That said, two weapon-specific adjustments are worth testing if you adopt S8's buffed weapons:

S36 LMG — because the weapon now reaches ADS 40 ms faster, some players find their existing ADS multiplier feels slightly too fast for the new timing. Start at your current multiplier (typically 55–65% for LMG players) and drop by 5% if scoped shots feel less precise than before. The weapon is more responsive, not less — you may need to slow your flick slightly to let the aim settle.

Arctic .50 scope — scope sensitivity for snipers is unchanged by the patch, but if you switch from a different primary scope to the Arctic .50's longer scope range, set your scope ADS multiplier to 40–50% for follow-up shots.

For a complete sensitivity reference covering all magnification levels on emulator, the sensitivity settings guide is accurate for S8 — the calibration method is unchanged.


Controls and keybinding for S8

Season 8 removes one mobility tool from BR and adds more tactical equipment — both changes have keybinding implications.

Jet Boost wall-run removed from Battle Royale

The S8 patch removes wall-running from Jet Boost in BR. If you had a dedicated keybind for Jet Boost in your BR keymap that you used primarily for wall-run combos, that slot is now less critical. You can reassign it or leave it as a simpler boost bind. Wall-running required a distinct key press sequence; removing it simplifies the movement keybinding without losing a core BR tool.

Flash Drone and Inflatable Decoy — now 2 starting charges

Both items now give two uses by default. If your tactical build uses either item, note that the second charge binds to the same key — no additional keybinding needed. However, the extra Decoy charge is worth thinking about as a counter-sniping tool: throw one Decoy into a corridor, let the sniper commit, push while they chamber. Two starting charges double the times you can run this play before resupply.

Key mapper check at season start

Season 8 does not add new input types. Review your keybinds at season start anyway — CODM patches occasionally reset individual key assignments, and confirming your layout takes 30 seconds. For full keymapping guidance specific to Season 8, see the CODM S8 keymapping guide.


Audio

Enable game audio through Windows audio, not GameLoop's internal audio processor. In GameLoop Settings → Audio, set to pass-through mode if available. The internal processor adds a small processing delay and applies compression that reduces the precision of directional footstep audio — the same compression that helps a phone speaker hurts headphone positional tracking.

With S8's emphasis on direct ground fights over aerial approaches, footstep audio becomes more important: you are more likely to hear an enemy push you from a corridor than to track them wall-running above you.


Network

S8 launches with the Honkai Impact 3rd crossover event active from day one. Crossover launches create higher-than-normal login queues and brief data spikes as the new cosmetic bundles download. For the first two hours after season launch (17:00–19:00 PT on September 9), higher server load is expected.

If you play on a variable-latency connection, set a ping limit in matchmaking (Settings → Gameplay → Ping limit) to 80 ms. This reduces the chance of being placed in a lobby that creates rubber-banding during high-traffic moments — particularly the opening drop, where all players download initial positions simultaneously.

For persistent high-ping situations, the lag and high-ping fix guide covers the full diagnostic path.


First-session checklist

When Season 8 lands, confirm these before your first ranked match:

  1. Frame rate cap — major patches reset this to 30 fps; restore your setting inside the game
  2. Shadow and AA settings — they reset to default values; apply your preset
  3. Key bindings — confirm Jet Boost key still works for boost (wall-run is simply gone, the key itself remains valid)
  4. Tactical equipment slot — confirm your two Decoy / Flash Drone charges are showing correctly; if only one appears, restart the lobby
  5. Emulator VM memory — confirm it held at your configured value (check GameLoop settings; patches do not change emulator config, but it takes five seconds to verify)

Season 8 "Against All Fate" launches on September 9, 2026.


Season 8 "Against All Fate" — complete guide index

This article is part of the Season 8 "Against All Fate" guide series for GameLoop PC. For the full balance breakdown — weapon changes, BR changes, and what the patch means for the keyboard-and-mouse meta — see the Season 8 patch analysis.