

I ended up patching out the frame synchronization logic, which had the effect of totally uncapping the framerate. or even better, removing it all together. Therefore, I looked for a new method of increasing the frame cap. And since the game can often drop below 60 FPS even on a fairly good setup, you would get occasional slowdowns. This means if you set your frame cap to 60, but your PC could only produce 30 FPS, the game would run at half the right speed. Since the value used to cap the framerate was also used for game logic, in case your PC could not produce a constant 60 FPS, the game simulation would run slower. However, this method had a big disadvantage. Usually, raising "the cap" would be done by increasing a value in the game's memory, that would have the effect of increasing the frame limit. Not only that, playing with these fixes would sometimes make the game run slow if you happened to drop a few frames below 60 FPS. The biggest drawback of all available fixes for me was the fact that they would only raise "the FPS cap" to 60 frames per second. Features Total FPS Uncap (60+ FPS) & Variable Framerate Later in development it became clear to me that what I had made was worth publishing for others to use. With this fact in mind, I started to search for fixes, only to learn that most of them sucked.Īfter determining that all the available fixes were either unintuitive to use for the average user or lacking in features, I sought out to make my own patch, mainly looking to tackle the 30 FPS cap and the aspect ratio limitations. This project is not affiliated with Take-Two or Rockstar GamesĪ while ago I wanted to replay L.A Noire on my new setup, only to find out that the game was locked to 30 FPS and didn't support my monitor's aspect ratio.
