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GTA III, VC, SA Possible 60+fps glitching solution


Infinitie
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Hi. I am new here to the forums. I do not know literally anything about programming/modding and couldn't ever imagine doing this myself, but I may be able to give a suggestion to anyone that might think that this is a good idea. Please no hostility towards me because I just want to help improve the GTA series for all of us.

 

So I got this idea while playing Doom II (on the GZDoom engine). The original DOS game normally runs at 35 FPS, so the monsters and game logic are tied to that framerate. However, GZDoom has an option to do frame interpolation, which will force rendering to 60+ FPS while keeping all logic to it's native 35FPS framerate. This allows for smooth gameplay while keeping the game running stable as possible.

 

Now when it comes to the GTA III,VC, and SA, we all know that unlocking the framerate results in some strange glitches, such as crashes during cutscenes, Vehicles in III and VC being unable to reverse, and vehicles seeming to always have thier brakes applied. Playing GZDoom made me think if it would be possible to implement some sort of framerate interpolation into GTA, by locking the AI, vehicle physics, etc. to 30FPS, while allowing the rendering to remain unlocked and interpolated to the monitor's refresh rate.

 

Like I said, I know little to nothing about programming, but I just wanted to throw this out here for someone more accustomed to making mods to look at and consider checking this out. Thank you for your time and have a good day. :)

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  • 2 weeks later...
On 6/15/2019 at 12:42 PM, Infinitie said:

Hi. I am new here to the forums. I do not know literally anything about programming/modding and couldn't ever imagine doing this myself, but I may be able to give a suggestion to anyone that might think that this is a good idea. Please no hostility towards me because I just want to help improve the GTA series for all of us.

 

So I got this idea while playing Doom II (on the GZDoom engine). The original DOS game normally runs at 35 FPS, so the monsters and game logic are tied to that framerate. However, GZDoom has an option to do frame interpolation, which will force rendering to 60+ FPS while keeping all logic to it's native 35FPS framerate. This allows for smooth gameplay while keeping the game running stable as possible.

 

Now when it comes to the GTA III,VC, and SA, we all know that unlocking the framerate results in some strange glitches, such as crashes during cutscenes, Vehicles in III and VC being unable to reverse, and vehicles seeming to always have thier brakes applied. Playing GZDoom made me think if it would be possible to implement some sort of framerate interpolation into GTA, by locking the AI, vehicle physics, etc. to 30FPS, while allowing the rendering to remain unlocked and interpolated to the monitor's refresh rate.

 

Like I said, I know little to nothing about programming, but I just wanted to throw this out here for someone more accustomed to making mods to look at and consider checking this out. Thank you for your time and have a good day. :)

All you had to do is google the damn gta sa fps fix Infinitie. lol

 

Ok, jokes aside, the fixes for some high FPS related bugs already exist, and they aren't even hard to find. I'll leave some links for starters down below.

 

Framerate Vigilante - finding and fixing framerate related issues

Vigilante framerate (high FPS bug fix)

Delta Time Fix (FPS fix)

 

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