Frame generation 2x/3x holds the game at 30/20 fps on a 60 Hz display (RTX 2080), 45+ fps with it off #1652

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opened 2026-11-10 12:16:39 +00:00 by NotRexed · 2 comments
NotRexed commented 2026-11-10 12:16:39 +00:00 (Migrated from github.com)

Reported on Discord (RTX 2080, 60 Hz display; version not stated, v2.0.11 or v2.0.12).

What happens

  • Frame generation off: the game runs at 45+ fps.
  • Frame generation 2x: the game is held at 30 fps (60 shown).
  • Frame generation 3x: the game is held at 20 fps.

So on a 60 Hz display a fixed multiplier paces the game at refresh / multiplier, even when the game could run faster than that. With 2x the player ends up with a lower game rate than with frame generation off.

Expected
A game rate below the display's refresh shouldn't be pulled down to refresh / multiplier. On a 60 Hz display, frame generation Auto should add no frames over 60, and a fixed 2x/3x shouldn't cost game frames.

Related

  • #755 (closed, v2.0.3): fullscreen + frame generation capped the output at 60 on a 280 Hz monitor, so the game dropped to 60 / multiplier.
  • #1650: the FPS cap and frame generation.

A hookshot_log.txt from a 60 Hz display with 2x on (its frame interpolation and present intervals lines) would show the pacing.

Reported on Discord (RTX 2080, 60 Hz display; version not stated, v2.0.11 or v2.0.12). **What happens** - Frame generation off: the game runs at 45+ fps. - Frame generation 2x: the game is held at 30 fps (60 shown). - Frame generation 3x: the game is held at 20 fps. So on a 60 Hz display a fixed multiplier paces the game at refresh / multiplier, even when the game could run faster than that. With 2x the player ends up with a lower game rate than with frame generation off. **Expected** A game rate below the display's refresh shouldn't be pulled down to refresh / multiplier. On a 60 Hz display, frame generation Auto should add no frames over 60, and a fixed 2x/3x shouldn't cost game frames. **Related** - #755 (closed, v2.0.3): fullscreen + frame generation capped the output at 60 on a 280 Hz monitor, so the game dropped to 60 / multiplier. - #1650: the FPS cap and frame generation. A hookshot_log.txt from a 60 Hz display with 2x on (its `frame interpolation` and `present intervals` lines) would show the pacing.
NotRexed commented 2026-11-11 21:23:19 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #2510, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2510 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.

Thanks for the report. Reports of the same problem are now collected in #2510, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2510 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.
danpan1113 commented 2026-11-11 23:03:39 +00:00 (Migrated from github.com)

i noticed the same, when i turned frame gen off the fps actually went up, i also have 60hz 2.1.0

i noticed the same, when i turned frame gen off the fps actually went up, i also have 60hz 2.1.0
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MagicBeanDev/Hookshot#1652
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