alphachino
Member
PSA: it's being reported that the game does not run over 60fps even when in-game FPS counters report it as being so. This may be a bug, but has not yet been acknowledged by the dev. Will update if/when issue gets resolved.
Update: https://github.com/emoose/OutRun2006Tweaks/issues/31#issuecomment-2211699586
It's called Outrun2006Tweaks and there a massive laundry list of improvements...
check it out:
	
	
		
			
				
					
						
					
				
			
			
				
					
						
							
						
					
					github.com
				
			
		
	
Gameplay:
Bugfixes:
Enhancements:
				
			Update: https://github.com/emoose/OutRun2006Tweaks/issues/31#issuecomment-2211699586
Yeah sadly it's not a true framerate unlock, majority of the game code will still run at 60fps other than a couple effects like UI sprites / animated textures / shadowing / reflections.
Don't really think a true unlock would be that possible since most of the game loop is expecting to run every 16ms, and there's a lot of code counting time passed using raw frame counts rather than seconds, would be pretty difficult to retime those :/
The partial unlock does help a bit with load times & the reflection update rate, but not really sure if those are worth the extra power use, maybe should downplay the framerate stuff really.
It's called Outrun2006Tweaks and there a massive laundry list of improvements...
check it out:
GitHub - emoose/OutRun2006Tweaks: Turning and spinning and spinning and turning, woah!
Turning and spinning and spinning and turning, woah! - emoose/OutRun2006Tweaks
				Features
Graphics:- UI can now scale to different aspect ratios without stretching (requires UIScalingMode = 1 in INI)
 - Game scene & UI textures can be dumped/replaced
 - Allows disabling vehicle LODs, reducing the ugly pop-in as they get closer
 - Fixed Z-buffer precision issues that caused heavy Z-fighting and distant object pop-in
 - Lens flare effect now loads from correct path without needing to change game files
 - Stage objects such as traffic cones now only disappear once they're actually off-screen
 - Fixes certain effects like engine backfiring which failed to appear when using controllers
 - Anisotropic filtering & transparency supersampling can be forced, greatly reducing aliasing around the edges of the track
 - Reflection rendering resolution can be increased from the default 128x128
 
Gameplay:
- Built-in framelimiter to prevent speedups, framerate can be partially unlocked with game running at 60FPS internally
 - Restored XInput rumble code from the Xbox release, allowing gear shifts/drifts/crashes/etc to give feedback
 - Xbox Series impulse triggers are supported and can be tweaked inside INI
 
Bugfixes:
- Prevents save corruption bug when remapping controls with many input devices connected
 - Fixed C2C ranking scoreboards not updating on Steam and other releases due to faulty anti-piracy checks
 - Pegasus animation's clopping sound effect will now end correctly
 - Text related to the now-defunct online service can be hidden
 - Automatically disables DPI scaling on the game window to fix scaling issues
 
Enhancements:
- Game can now run in borderless windowed mode; mouse cursor will now be hidden while game is active
 - Load times heavily reduced by disabling framelimiter/vsync during load screens
 - Music can now be loaded from uncompressed WAV or lossless FLAC files, if they exist with the same filename
 - Allows intro splash screens to be skipped
 - Music track can be changed mid-race via Q and E buttons, or Back/RS+Back on controller (CDSwitcher must be enabled in INI first)
 
			
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