Rise of the Ronin

Rise of the Ronin

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Odd Way to Get Smooth 120FPS
Just thought I'd share how I am able to currently get a smooth 120fps with my RTX 4090 and Ryzen 9800X3D. I've got everything maxed out, priority set to fps, DLSS FG on, dynamic resolution set to 120, frame rate cap set to 120, and resolution set to 3440x1440.

With my 144hz ultra wide monitor, the game will reach about 138fps but feel choppy (this game really wants to run at most at 120fps - why isn't the frame rate cap respected here?). If I use RivaTuner to cap the game at 120fps (which is usually a no no with FG, but here it works well), then the frame time becomes perfectly smooth, and the game feels buttery to play. The kicker? Every time I start the game I have to disengage the fps limit from RivaTuner and turn it back on - the engine must be doing something weird with frame limits.

Hope this helps folks reach a smoother experience, and maybe the devs figure out how to achieve this without external tools like RivaTuner :)
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priority set to fps -> this is basically a ultra-low detail switch, the difference is clearly visible when toggling it, you are far away from being maxed out.
The fps cap takes effect before framegen, so if you want to output 120fps with framegen you need to limit the fps in game to 60.
And the DRS system is broken and not working, you can easily check this yourself with the DLSS indicator. I find it a better experience to just stick with one of the regular DLSS profiles.
Originally posted by ragnarok666:
priority set to fps -> this is basically a ultra-low detail switch, the difference is clearly visible when toggling it, you are far away from being maxed out.
The fps cap takes effect before framegen, so if you want to output 120fps with framegen you need to limit the fps in game to 60.
And the DRS system is broken and not working, you can easily check this yourself with the DLSS indicator. I find it a better experience to just stick with one of the regular DLSS profiles.
You are totally right! Due to the weird way the game lays out its options, I didn't realize the FG kicked in after the fps lock. Turning off dynamic res and setting the lock to 60fps, I left everything maxed out (switched back to graphics prioritization), switched to DLAA and FG, and the game runs at a nice 120fps with some headroom (no need for a fps cap via RivaTuner). Thanks :)
framegen means this isnt actually 120 fps.
@BigPrimeNumbers You are welcome.
I learned today, that the in-game fps cap is far from perfect, it tends to occasionally overshoot, and then the engine has a small hick-up. Setting an external fps limit of 59 actually helps a lot with this.
You might want to to try to set ingame 120fps limit and an external limit of 144fps (or 140fps, if you use GSYNC), this should take you to 144fps after framegen, if you have enough GPU power. For some people it works, for other this trigger the slo-motion bug, just try it out to see.

This game requires a lot of try&error to get it running decently at resolutions > FHD and has big fps swings occasionally no matter what. I am now sitting typically at 70-80% GPU load at 59fps locked, but every now and then still drop down into the 40s...
I am waiting for further patches, if none fix the performance, issues w/o downgrading the visuals like today's patch did for the LOD, I might wait until I can get something like a RTX 7090 Ti to just brute force the ♥♥♥♥ out of RotR.
Last edited by ragnarok666; Mar 25 @ 2:34pm
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