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Amnesia: The Bunker High FPS RIL
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The Bunker, now at 360hz :) kinda, see below

The approach is the same as all the other fixes, Responsive Interpolation Layer (RIL):

  • decouple game logic from rendering (this could simply mean multiple display, or 'presentation' frames for each real logic frame)

  • interpolate all world positions, rotations & animations in non-logic frames towards the next logic frame

  • add a per-frame mouse delta override to restore mouse input latency to 240hz/whateverhz levels

Showcase of the high level approach used

The framerates you see in the clip are deceitful, because of the issue I am going to explain below; generally the game would run at about ~140fps at it's lower moments (you can have a better look in my fps unlock post for this same game, I had to fight this discrepancy for a while before I managed to spot what was causing it).

I fought this game a little more, because I think a fundamental issue with this approach came up; this game has long logic sections in its frames (about as long as the rendering section) which means that with my mod on, the game would have tick frames that were double the duration of presentation frames; this would present itself as a juddery game (at 360, 1 in 6 frames was double the duration, creating a 'gap' in the image motion). To fix this I've managed to get a frame pacer system implemented; it features a percentage knob that lets users decide how much they want to sacrifice fps for a stabler frametime, 100% means the frametime is as flat as possible, but the fps might be very close or at the native tick rate (60hz or 120hz); 0% is the feature disabled, which means all frames are independent of each other, = juddery game. 50% means you get a little variance in frametime sometimes but it's not that bad from what I've seen. I let you decide.

Amnesia: The Bunker FPS RILView fix → See ya.