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tldr; Gigantic required a smoother connection than what Unreal 3 offered at the time, and the 60 fps cap is somehow part of their attempt to make the connection smoother. Its not fixed because this isn't a remaster, just a cheap re-release; they didn't change the game itself much.
Smite is also an ancient MOBA made on UE3, but has uncapped FPS and runs smoothly.
My brother in christ. In the 2nd post of this topic, I literally link to a post where I explain the entire thing. At the very top of that post, I link to a comment on reddit, from 7 years ago, from Motiga themselves, explaining why it's 60 fps.
Please, I beg you, please use some braincells.
https://steamcommunity.com/app/1924490/discussions/0/4363499814075666839/
The quote:
https://www.reddit.com/r/gaming/comments/6pikl4/comment/dkpwy6m/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
That vague answer only shows is that 60FPS lock is a result of Motiga's decisions, not UE3 forcing 60FPS lock upon the players.
I have never felt that Smite's netcode is poor and I have never seen any of the pros complain about it, meanwhile the choppiness of 60FPS is overwhelmingly noticeable (unless you fall into the category of people whose brain is incapable of faster processing).
I would have to see more definitive evidence of what netcode improvements the 60FPS lock brought for Gigantic for me to change my opinion. For now it's just a poor decision, and apologists like you are doing no favors for this game's tech state.