First post, by MetaG64
Hello, I'm not sure if this is something that DGV2 can help with, but I'll ask just in case.
This game is supposed to run with a contextual FPS cap system: 30FPS during general gameplay, and 20FPS during certain in-game scenes. Most functionalities of the game are tied to the framerate.
On modern hardware (and even some systems of its time) the game runs at 60FPS, which is broken and prone to many softlocks.
Contrary to what many say (the FPS cap never existed, the PC port was always broken, etc) the 30/20 FPS cap does exist, but it only works when the detected CPU clock speed (in MHz) is within a certain range (200-999 MHz?).
The game has two FPS modes: the ideal 30/20 FPS mode, and a 60FPS performance(?) mode.
When the CPU speed is too low, the game assumes low FPS performance, so it raises the cap to 60 in some attempt to compensate for the game speed. Unfortunately, if the CPU speed is 1GHz or greater, the check fails and the game defaults to use the performance mode.
Applying a general 30FPS cap is problematic because the extra 10 frames still cause the 20FPS sequences to de-sync. I currently use RTSS to manually toggle between 30 and 20 FPS with a hotkey, but this is not an ideal way to play.
Unless this is something that DGV2 can remedy, is there any utility that can mask the CPU clock speed to some arbitrary value to trick a program? The closest thing I can find are CPU underclocking utilities, but they are ineffective because the game seems to read the CPU's original speed (as reported by OS?).
Fun Fact: Unrelated, but the game has an undocumented software mode that uses the old PSX/N64 models. It can be forced with the Virtual SVGA Card setting in DGV2. I haven’t seen this mentioned anywhere.