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Unlock cutscene framerrate/turn off FG for cutscenes #1
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I had a quick look at unlocking the framerate during cutscenes but it caused them to speed up. I'm not sure that it can be unlocked without issues but maybe with more research it'd be possible. |
I, too, would love this. Going from 110ish - 114 fps to 60 fps is very jarring (looks jittery) and is the only thing preventing me from enjoying this otherwise good game. I've already tried Lossless Scaling and while the motion interpolation works to give the cutscenes the impression of running at 120 fps, it very much judders. If you can figure out a way around the lock without compromising the animations I would be eternally grateful. I would do it myself if I had an inkling of a clue how to do so. |
could we set a custom fps limit for cutscenes? that way it isnt completely unlocked but it is capped |
It already is capped, to 60FPS. Unlocking it would likely cause timing issues. |
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You can manually uncap the framerate here:
One curious thing I spotted was |
Ah nice, seems better than com_syncToTime since the fps limit in settings will still be used Nopping Gonna try the following out for a bit and see how it plays, wonder why they had FG disabled for these though...
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Awesome, looks like you all are making progress. This has been killing me lately. |
In my testing after following those steps, it seems that If you start a new game, then back out to the main menu during the initial cutscene, the main menu will be presented as a cutscene which makes it a good spot to test. Cutscene frame generation seems to work pretty well though. If the sync related issues can't be resolved, that'll at least make a great compromise. Edit: There's two helpfully labelled functions that run before and after a cutscene that I made note of in-case anything had to be toggled during cutscenes.
There are also some interesting cvars that are set here if
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FG in cutscenes mostly seems fine, there are some motion issues if you're looking for them though (maybe they disabled during cutscenes since you're more likely to notice when you're watching instead of playing), wonder if DLSSG-to-FSR might clean those up. |
@emoose Do you want to create a PR for any of this stuff? |
Oh sure, just noticed you added ini support too which is perfect, will look into it now. |
Seems new patch broke the framerate unlock, darn, gonna have to rev up uwpdumper again E: seems the code we patched for framerate unlock was changed a bit, locks to 60FPS for even more things now? probably gonna have to test it some more. |
Wasn't working for me in the beginning cutscenes and I haven't even patched it yet. |
Odd, I've been testing with the intro cutscenes and always unlocked fine for me, does the log file mention anything? If you want to try with newest update here's a build: |
Weirdly still capped at 60 even with the newest update. How can I check the log file? And Cutscene Framerate Unlock it is indeed set to True in the .ini. Strange. Maybe I am not using the proper framegen .dll? I have the latest 3.8.1. |
There should be a GreatCircleFix.log next to the game exe if it loaded in, also are you playing on gamepass or a different release? |
For whatever reason, no log. I'm using the Steam version. Could have something to do with my install specifically. |
Oh do you have the dinput8.dll next to the game exe too? Didn't include that in the zip, you can get it from latest release https://github.com/Lyall/GreatCircleFix/releases/download/v0.0.3/GreatCircleFix_v0.0.3.zip With the dinput8.dll from that and the .asi/.ini from the upd2 zip above it should hopefully at least make a log file |
That did the trick! Thank you. They're unlocked now. There's some scenes where the camera's not entirely fluid, but it's mostly excellent. Way, way better. You two are sorcerers of sorts. Great work. But just out of curiosity what FG dll version are you using? Also, while I'm here (as I know nothing about all of this) are you all using a hex editor to dig into all these files? |
I'm just using the latest 3.8.1, doesn't really seem any different to the 3.7 the game came with though, still occasionally get some odd ghosting artifacts during cutscenes with both of them :/ I mostly use IDA to look into games, it's paid software though but there is a free version available too, there's also Ghidra which is mostly the same thing but open-source (I've always preferred IDA for faster analysis/easier plugin coding though) |
Ok, yeah I get some odd graphical flickers at times in the cutscenes with this new mod. But yeah, I'm using 3.8.1 too and get really bad ghosting in general (not due to the mod) just when moving at times, and I think my base framerate is pretty ok. I also get a very bad case of microstuttering. I tried using DLSSG-to-FSR last night - not extensively - and while it could have been placebic, it seemed like it was helping some as far as the egregious ghosting and some of the microstutter. Granted, I didn't get to test it enough; will later tonight. EDIT: Nevermind. Did nothing. Any luck on this front? |
I see there's a FSR 3.1 mod from PureDark now. If you wanted to try that. |
Hello,
Love this fix and unsure if it would be possible but I believe that this game before Path Tracing (Update 1) had unlocked framerate on cutscenes. When locked @ 60 with FG it makes the cutscenes look worse in my opinion.
Is there any way to turn off FG for cutscenes or unlock cutscene fps?
Thank you so much for the support for ultrawide.
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