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SOMA High FPS RIL
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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

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.