[Tracking] Frame generation, frame pacing and the frame rate cap #2510
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MagicBeanDev/Hookshot#2510
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The frame generation rework (the game's own rate kept, the shown rate is the game's rate times the multiplier) is in progress.
Reports
These reports were collected here so one fix closes them all and the open list stays readable. Add new details as a comment here (version, card and driver, where in the game, and the hookshot_log.txt from the game folder).
FG Auto reduces native FPS on RTX 4060 at 120 Hz (v2.1.0)
Additional measured report for the frame-generation tracking issue, which requests hardware, location and a game log as a comment rather than a duplicate issue.[1]
Summary
Enabling Frame generation Auto reduces the game's native frame rate while the generated-frame output stays close to 120 FPS. The game feels substantially worse with FG enabled, so I normally leave it off.
The 120 FPS output target itself is not the complaint: Windows is set to 120 Hz, and Hookshot logs the same refresh rate. The concern is the loss of native FPS and the worse experience when enabling FG.
Hardware and version
Settings shown in the attached screenshot
The log separately records a 1920 x 1080 window swapchain (lines 57-60); that is distinct from the game's output-resolution setting above.
Reproduction / comparison
gameFPS at the same position and similar camera angle.The player supplied the two comparison screenshots and confirmed that the FG-on mode was Auto:
02-FG-off.png)03-FG-auto.png)These are individual screenshots, not averaged benchmark results.
Log evidence around the FG activation
Line numbers refer to the attached
hookshot_log-redacted.txt; privacy redaction preserves the original line count.presentsFPSsubmittimeAt line 4418, FG starts with:
The first full following
viinterval reports 37.5 native FPS over 5 seconds (line 4482). The interpolation log separately reports 595 frames shown on time, 0 late (line 4481).Around the switch, VRAM usage is 5792 MB of a 6614 MB budget (line 4442). The selected before/after samples report 0 shader/pipeline waits and 0 queued translation jobs (lines 4400 and 4495). These observations do not establish the root cause or exclude every memory/synchronization issue.
Expected result and investigation limits
Some FG overhead is expected. I would appreciate investigation of whether this native-FPS loss can be reduced or whether the capture matches an already-known issue. This report does not claim that FG is free, that 120 Hz detection is wrong, or that any particular pending patch fixes this case.
The player has also observed native FPS dropping to roughly 15-20 in other situations, and output tending toward 120 with fixed multipliers as well. Those additional observations are not established by these screenshots or this Auto-mode log, so they should not be treated as separately reproduced here.
This is one player-recorded run, not a repeated Off/On/Off benchmark. The full log includes earlier play, configuration changes and some foreground-window changes; not every interval is a controlled comparison. Mods, overlays/injectors, exact Windows build, and whether Reflex stayed Off throughout the entire run have not been independently confirmed. No separate Reflex regression is claimed.
Attachments and privacy
01-settings.png: supplied graphics-settings screenshot.02-FG-off.png: 51 FPS comparison screenshot.03-FG-auto.png: 119 total / 38 game FPS comparison screenshot.hookshot_log-redacted.txt: full supplied log; the Windows account name in local paths and the save-directory identifier have been replaced with placeholders. Timing and rendering evidence is unchanged.No game files, generated executables, shader/program caches, saves or pipeline-state binary are included. The pipeline-list contribution is a separate topic.
Prepared with AI assistance from the player's screenshots, log and hardware details; observations and unverified causes are kept separate.
Sources
[1] #2510 — Hookshot frame generation tracking issue
Evidence bundle
Download the report, three screenshots and redacted full log (ZIP)
More reports of this, collected here: