Without mods, Nier Replicant runs faster when going above 60 FPS.
The game had an official patch that implemented a framerate limiter to prevent this. This limiter is terrible, because it's not a stable 60 FPS, but a weird 57-58 FPS. There's no way to disable this in-game, it has to be done by editing a config file or through a mod.
So, why remove the default frame limiter from DXVK?
- In the default case (a user plays the game as it is), it does nothing, since 57-58 is lower than 60.
- If a user is going out of their way to edit the config file, why would they assume that DXVK already provides a frame limiter? They are going to follow [a guide](https://www.pcgamingwiki.com/wiki/NieR_Replicant#Framerate_limited_to_57.7E58_FPS) that says to set up a frame limiter, it doesn't say "set up a frame limiter, unless you are using DXVK, in that case it's already there".
- They are using [Special K in order to use a mod to play at high refresh rates at normal speed](https://wiki.special-k.info/SpecialK/Custom/Replicant). In this case, DXVK's default limiter is harmful, since it is not documented that it's there by default.
Since this default limiter is useless in the first two cases and harmful in the third, I think it should be removed.
The alternative would be to document this (e.g. in PCGamingWiki), but the instructions wouldn't look pretty... "After following the instructions to use Special K in order to play at higher framerates at normal speed, if are using DXVK/Proton, also do these things to disable its default 60 FPS cap: [...]"
Especially because that the game isn't broken in the default case, I don't think DXVK should tamper with these things in a way that requires documentation to revert.
Tested Special K's mod to play at higher refresh rates on Linux.
Dirt 5 does not crash without working ags anymore and Ethan Carter Redux also starts fine without a spoof.
This allows the built in AMD ags in Proton 9 to be used for these games.
The Hitman 3 config is redundant as it doesn't allow RT to be enabled without Nvapi anyway.
The uses deferred contexts for rendering if driver command lists are enabled,
but when AMDAGS is loaded, it will also unconditionally use MultiDrawIndirect
functions. Since the AGS version in use does not support deferred contexts,
this breaks rendering, so we will have to force it into the immediate context
path.
Testing also shows slightly higher performance (~3-5%) with this path in
CPU-bound scenarios.
Game engine physics/speed for Sonic CD is tied to frame rate so limit max frame rate to 60 fps. Otherwise, the game runs too quickly for high refresh rate monitors.
Game seems to be doing something horrible on its own, literally impossible
to make it run smoothly. This at least seems to limit excursions to ±10ms
and fix the camera flinging back and forth when running the game through
Gamescope.
This game (or nw.js) comes with a hard-coded frame rate limit that
behaves more like a random number generator which happens to average
out at around 16ms on a good day.
Fix this complete mess by enabling ours on top of that.
Player movement and animation can bug out at high fps like issues moving around objects and the players head detaching slightly when moving backwards.
Seems like it also helps some crash issues.
NVAPI is disabled now due to crashing issues in a wine-specific code
path within the game, but we still want it to detect the correct GPU
so that it doesn't complain about drivers and also allows users to
enable Raytracing.