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Make the frame limit count the frames the game draws, with frame generation on top.
The limit counted the frames on screen, so the game was paced at the limit over frame generation's multiplier: 60 at 4x drew 15 frames a second, and each step up of the multiplier took drawn frames away. Now a limit of 60 at 4x is 60 drawn and 240 shown. Only the display choice still counts the screen's frames, since a frame past the monitor's refresh is never seen, and with no limit set the default is 60 drawn rather than the monitor's rate. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -153,8 +153,7 @@ beside the game.
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cards; Automatic picks by the card), Upscaling (DLSS on NVIDIA RTX cards,
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FSR 3.1 on any card where `amd_fidelityfx_vk.dll` loads), Frame generation (NVIDIA DLSS on RTX 40 and 50 cards, with
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a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card where it loads; it needs DLSS or FSR 3.1
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upscaling on, and the frame limit then counts the frames on screen; with no limit chosen it is the display's refresh
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rate), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
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upscaling on; the frame limit counts the frames the game draws and the generated ones come on top), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
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resolution. A setting that takes effect only when the game starts again says "after restart" once you change it,
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until you set it back, and the Restart button at the bottom then counts the settings waiting for it.
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- **Controls** in the menu has Button prompts: the game's own, or Xbox, PlayStation, Steam Deck or keyboard and mouse ones when
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