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
SOMA is my favorite FG game so I'm happy I can finally play it at high refresh rates :)
The development went pretty smoothly, no roadblocks of sorts that I hadn't already encountered with other games.
SOMA FPS RILView fix → See ya.