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https://imgur.com/a/IDTpXVx
FYI if you have AMD GPU you can use AFMF
If you don't you can use LSFG(look up Lossless Scaling on steam)
Happy gaming!
Unfortuntately, due to how the fix currently works, it will only work up to your screen refresh rate. A lot of stuff in the game is tied to the FixedUpdate method, and while things appear fine simply raising it, moving this stuff to DeltaTime or interpolation (So it can work above the VSync range, and not cause unnecessary CPU load with high refresh rates) would require quite a bit of work AND a version of the game built without IL2CPP.
The high refresh rate CPU utilization thing probably won't matter much unless you got something like a 360Hz or 500Hz monitor, my gaming laptop can hit 240FPS at most in this game.
If you can write a BepInEx plugin, you want to change "Application.targetFrameRate" to -1 (Unlocked), and then if the game uses FixedUpdate for anything, you will want to modify Time.fixedDeltaTime with something on the lines of (1.0f / Screen.currentResolution.m_RefreshRate). Of course, manually finding what uses FixedUpdate methods and then interpolating them is ideal as you can retain the original behavior, but most games using the method are essentially using it similarly to how others would use DeltaTime anyways.
Essentially, this game has a class named Engine, with a method named Engine.DelayFrame, and I'm essentially doing my changes there, and then returning false on the function, so it doesn't run. This framelimiter that CyGames added (outside of Unity's default) only seems to work right on the Steam Deck anyways and introduces stutter on anything outside that.
Here's a pre-release build that should have mostly everything working. Included are some instructions for getting it running:
https://steamcommunity.com/app/1883260/discussions/0/4358998644635061533/