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Fallout 3 High FPS RIL
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This one was kinda hard. Not a surprise Bethesda with these games has that kind of reputation; apparently from what I could see the game doesn't properly separate rendering from logic, so it's all interleaved and very hard to detach; eventually we (i.e both GPT 5.6 Sol and Opus 5.5 afterwards :D) managed to do it. Now the game can run uncapped (apparently not recommended by the AI but you can technically) and keep it's normal game speed and not crash (since the game under the hood still runs at 60hz).

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

For this it took a while, it was among the first I worked on and started with 5.6 Sol, which started doing lots and lots of tests and view/hook captures to establish the correct coordinates where to hook the mod, specifically to see where we could separate logic from rendering; it then tried starting to hook stuff up but I was getting crashes and flickery UI :D.

After like a week I decided to start using Opus and it went much smoother after that, in about a day I had a working version with some quirks, which we ironed out relatively quickly.

Fallout 3 FPS RILView fix → See ya.