I decided to rewrite the mod, and base it on exlaunch instead of Scarlet-Exlaunch-Base. Besides being build with hindsight, the only difference from the last version is that I fixed the mysterious Ryujinx crash. In any case, the new source lives here...
I was asked by one of the fps++ developers to rename fps++, so it's changed again (Sorry for the confusion that this will inevitably cause.) At the moment, DynamicFPS++ has feature parity with DynamicFPS1.5.1 (thanks to chuck for letting me know how he did the cutscene fix). Using one or the...
In this update, I have updated the collection of mods to be compatible with game version 1.1.2.
added 1.1.2 support to 20fps_stable_static
added 1.1.2 support to 30fps_stable_static
added 1.1.2 support to 60fps_stable_static
added 1.1.2 support to CutsceneFix_stable
replaced FPS++ with...
Some minor changes to the fps++.
- Number of frames used for averaging correlates to target framerate now (should make FPS++30 feel consistent with FPS++60)
- Some logic slightly simplified
- Avoid a potential divide by zero error (due to entropy)
- Add an extra safety check, where the dynamic...
Fixes the map icon and frox issue seen in the previous version. Note that inside the `VisualFixes_DisableFXAA` folder are separate versions of the mod for each patch version. Make sure to choose the one which corresponds to the version of the game that you are running.
Small update which should help users with extremely low fps run slightly smoother. Additionally, I improved the behavior of dynamic fps in response to macrostutters.
Hey folks, in this update I am just reintroducing the cutscene fix for those who are using `static + dynamic + cutscene fix` , over testing fps++. I have back-and-forward ported it to work on all versions of the game. Keep in mind that if you don't want to use the cutscene fix, you just need to...
Updated the 1026p mod to it's new, more stable 1008p version. Looks like Zeikken went in a cirlce lol. With this change I renamed Chuck's 1008p patch in the collection to `VisualFixes_1008p_Chuck`.
Additionally, I have added a 30fps version of fps++.
Thinking I somehow made a mistake with my 1.0.0 support, I aggressively debugged my code and made it even more memory safe. Looks like the crash is actually from 1026p. That being said, the code is updated with these memory safety changes, which at best will improve compatibility. I also renamed...
I forgot to add support for 1.1.0 and 1.0.0 for my cutscene fix in the last update. That is resolved now.
Additionally, the mod was crashing on Ryujinx due to a memory safety issue, I have fixed that. Sorry for the inconvenience
FMV cutscenes now work as intended when you are using fps++. This has an advantage over theboy181's cutscene fix, that being that the framerate is ONLY limited while you are in a fmv cutscene. So all in-engine cutscenes will run at full speed. Enjoy!
Man bought a $20 a gauge at Amazon that was all fancy digital went to hook it up did t detect shit, then went back and bought an analog worked right away