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Space Engineers High FPS RIL
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This was the fastest RIL patch Opus developed, like it took like 1 hour in total probably, goddamn :D

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

It took such a little amount of time that I really don't have much to say, it even like tested the mouse delta override by itself pretty much I almost had no input and then at the end got to test it twice, once without and once with the mouse delta override.

Space Engineers High FPS RILView fix → See ya.