Gigantic: Rampage Edition

Gigantic: Rampage Edition

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TheBluestJay Apr 14, 2024 @ 4:00pm
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A Guide for 120 FPS Performance Without Breaking the Game
PART 1: UNCAP YOUR FRAME RATE

• Open the Gigantic Game Files folder:
- Navigate to your Steam games Library and find Gigantic : Rampage Edition.
- Right-click on the game and select Manage > Browse local files.

• Open "..\Engine\Config\BaseSystemSettings.ini":
- Go to the Engine folder then access the Config folder
- Note: You should be in this directory: ..\steamapps\common\Mission 202\Engine\Config
- Open the file named BaseSystemSettings.ini

• Change AllowPerFrameSleep to False:
- Find the setting for AllowPerFrameSleep
- TIP: Press CTRL + F to open up the search function
- Set it to False
- It should look like this: AllowPerFrameSleep=False

• Change AllowPerFrameYield to False:
- Find the setting for AllowPerFrameYield
- Set it to False
- It should look like this: AllowPerFrameYield=False

• Save Your Changes
- { ! } WARNING { ! }: Keeping your game uncapped during multiplayer sessions will likely cause game play and server syncing problems. See the following Reddit post by the official team for clarity: "We are Motiga Games, the creators of Gigantic! Ask Us Anything!". It’s advisable to follow this tutorial to re-enable the frame rate limit.


PART 2: RE-ENABLE FRAME RATE LIMIT TO 60 FPS

• For Nvidia GPUs
- Watch the YouTube tutorial on how to limit FPS in any game: How To Limit FPS In Any Game - (Tutorial)

• For AMD GPUs:
- Watch the YouTube tutorial on limiting FPS for AMD video cards: Limit your FPS for games AMD video cards

• Ensure That the Frame Rate Cap is Set to No More Than 60
- Setting your frame rate limit any higher will likely cause server communication problems during gameplay as stated here.
- Run the game with a FPS counter. You can enable Steam's counter by going to Steam Settings > In Game > In-game FPS counter.
- It's normal to see occasional brief dropped frames during play.


PART 3: ENABLE 120 FPS VIA FRAME GENERATION

• Prerequisites
- A copy of Lossless Scaling
https://store.steampowered.com/app/993090/Lossless_Scaling/
- { ! } WARNING { ! }: Do not proceed further without completing PART 1 and PART 2 first.

• Make a Lossless Scaling Game Profile
- Open the Lossless Scaling application.
- Note: This guide is based on version 2.8.2. There may be UI differences in newer versions.
- Click + Add on the bottom left corner
- The Title can be whatever you'd like. You can rename it at a later time".
- Turn Auto scale On & Delay to 10 or higher.
- Click Add to save the profile.

• Configure Settings for Frame Generation
- Scaling Mode: Auto ; Aspect Ratio
- Scaling Type: LS1 (Lossless Scaling 1)
- Sharpness: Your desired value
- Performance (Scaling Type): Turn On if you're experiencing performance problems on older GPUs.
- Frame Generation: LSFG 2.0
- Performance (Frame Generation): Turn On if you're experiencing performance problems on older GPUs.
- All other settings: Adjust as needed

• Apply the Profile to Gigantic
- Open Gigantic : Rampage Edition.
- Access the Lossless Scaling app. Click the Scale button in the top right corner. A 5-second timer will begin counting down.
- Before the timer expires, switch back to the Gigantic: Rampage Edition window.
- When the timer ends, frame generation will be applied.
- Note: Press Ctrl + Alt + S for faster activation without unfocusing the game.

• Final Notes
- To monitor your FPS in real time, navigate to your Lossless Scaling game profile settings and turn on the Draw FPS option.
- Unlike uncapping your frame rate, this method of frame generation does not negatively affect server communications. The game engine continues to run at 60 FPS.
- Using this software does not trigger Anti-Cheat detection because you are not modifying the game’s files.
- Enjoy a smoother gameplay experience!
Last edited by TheBluestJay; May 26, 2024 @ 9:21am
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Showing 1-15 of 31 comments
Ickz Apr 14, 2024 @ 5:48pm 
Just played a rush match after doing this and capping my fps at 120 using the Nvidia reflex limiter in RTSS - I didn't seem to have any sync issues. Wow the game feels amazing now.

edit: I have vsync forced off in nvcp and ingame, low latency mode set to off (shouldn't matter because I'm using the reflex limiter anyway and it should override, but just wanted to be safe). Gsync turned on. Everything is running smooth so far.
Last edited by Ickz; Apr 14, 2024 @ 6:27pm
TheBluestJay Apr 14, 2024 @ 7:03pm 
Originally posted by Ickz:
Just played a rush match after doing this and capping my fps at 120 using the Nvidia reflex limiter in RTSS - I didn't seem to have any sync issues. Wow the game feels amazing now.

edit: I have vsync forced off in nvcp and ingame, low latency mode set to off (shouldn't matter because I'm using the reflex limiter anyway and it should override, but just wanted to be safe). Gsync turned on. Everything is running smooth so far.

That's good to know. If you experience desyncs or rubber-banding often it may be due to the frame rate. Happy gaming!
King Bradley Apr 14, 2024 @ 9:26pm 
Do we actually know what logic is definitely broken or desync'd? I've been playing at 120 fps and have not noticed a thing.
PLEASE DO NOT DO THIS
IT WILL BREAK THE NETCODE OF THE GAME
LOTS OF DESYNCS AND PHYSICS BECOMES RANDOM AND JANK
DO NOT DO THIS ONLINE.
King Bradley Apr 14, 2024 @ 9:53pm 
Originally posted by Botulism Sock:
PLEASE DO NOT DO THIS
IT WILL BREAK THE NETCODE OF THE GAME
LOTS OF DESYNCS AND PHYSICS BECOMES RANDOM AND JANK
DO NOT DO THIS ONLINE.

Has this been observed or are we just assuming?

If the devs have essentially opened the door to people breaking the game that's kinda sad.
Oku Apr 14, 2024 @ 10:18pm 
Originally posted by King Bradley:
Originally posted by Botulism Sock:
PLEASE DO NOT DO THIS
IT WILL BREAK THE NETCODE OF THE GAME
LOTS OF DESYNCS AND PHYSICS BECOMES RANDOM AND JANK
DO NOT DO THIS ONLINE.

Has this been observed or are we just assuming?

If the devs have essentially opened the door to people breaking the game that's kinda sad.

Literally not how it works. You running the game at a higher frame rate does not alter things for other people in any way. If you're experience desync and physics issues it's all purely a client-side issues on your end.
TheBluestJay Apr 15, 2024 @ 5:11am 
Originally posted by King Bradley:
Do we actually know what logic is definitely broken or desync'd? I've been playing at 120 fps and have not noticed a thing.

My information is from hearsay and not from personal experience. I figured that the game devs locked it at 60 (57) fps for a reason so I typically err on the side of caution.
Rex Regum Apr 15, 2024 @ 5:56am 
Btw, the game does not break if you uncap fps, there is no desync, there is no lag or any sort of nonsense people making it up. This is UE3 not ID tech 5. This is not wolfenstein new order where the game was capped at 60 fps, because physics and animations were tied to frame rate, things would speed up there the higher your fps goes. You can play this game with 200, 500, 1000 or 10 billion fps, it does not matter, things are not tied to physics here. I guarantee that people are not aware what ping they are playing at and what region they are in, because the game is putting everyone randomly. 8 out of 10 games I get with 150, 180 pings, 1 of them or 2, if lucky I get 40 or 50 ping, and then there is absolutely no ''desync'' regardless of your framerate. Don't spread false information about framerate. It is all devs and their servers.
UE 3 was made with an option to cap fps at 62 for the devs at their own choice back in 2006. There was simply no reason to go higher that time because of hardware at the time, you didnt want to fry your cpu and gpu, but option for user to manually uncap it, it was always there. Just the engine was never well optimized for higher frames, hence it always had weird memory leaks and you would notice performance would slowly degrade and your fps will slowly go down the more you play. That's it.
Last edited by Rex Regum; Apr 15, 2024 @ 6:13am
TheBluestJay Apr 15, 2024 @ 7:50am 
Originally posted by Rex Regum:
Btw, the game does not break if you uncap fps, there is no desync, there is no lag or any sort of nonsense people making it up. This is UE3 not ID tech 5. This is not wolfenstein new order where the game was capped at 60 fps, because physics and animations were tied to frame rate, things would speed up there the higher your fps goes. You can play this game with 200, 500, 1000 or 10 billion fps, it does not matter, things are not tied to physics here. I guarantee that people are not aware what ping they are playing at and what region they are in, because the game is putting everyone randomly. 8 out of 10 games I get with 150, 180 pings, 1 of them or 2, if lucky I get 40 or 50 ping, and then there is absolutely no ''desync'' regardless of your framerate. Don't spread false information about framerate. It is all devs and their servers.
UE 3 was made with an option to cap fps at 62 for the devs at their own choice back in 2006. There was simply no reason to go higher that time because of hardware at the time, you didnt want to fry your cpu and gpu, but option for user to manually uncap it, it was always there. Just the engine was never well optimized for higher frames, hence it always had weird memory leaks and you would notice performance would slowly degrade and your fps will slowly go down the more you play. That's it.

Though you make solid points here, unless heard directly from the developers on this topic, it is speculation. The fact of the matter is that we simply don't know for certain why it's capped at 60. Paladins is also running on UE3 but can run at much higher frame rates. It's important to note, however, that these two game's logic may be coded differently. Yeah I'd prefer to have higher frame rates, but the game running at 60 FPS is the bare minimum for a competitive shooter so I'm fine with it personally. Far from the end of the world.
Last edited by TheBluestJay; Apr 15, 2024 @ 10:13am
Shabalabadingdong Apr 15, 2024 @ 10:09am 
wow more helpful than the devs themselves
PHATASMA Apr 15, 2024 @ 10:12am 
+1

Make sure you all let everyone know whenever they post about the FPS being an issue... next they'll complain about how difficult the game is.
Chomsky Honk Apr 15, 2024 @ 2:33pm 
ty pookie bear. hugs and kisses. I wonder why stuff like this isnt in the base game.
Roland Apr 15, 2024 @ 3:08pm 
Originally posted by TheBluestJay:
Originally posted by Rex Regum:
Btw, the game does not break if you uncap fps, there is no desync, there is no lag or any sort of nonsense people making it up. This is UE3 not ID tech 5. This is not wolfenstein new order where the game was capped at 60 fps, because physics and animations were tied to frame rate, things would speed up there the higher your fps goes. You can play this game with 200, 500, 1000 or 10 billion fps, it does not matter, things are not tied to physics here. I guarantee that people are not aware what ping they are playing at and what region they are in, because the game is putting everyone randomly. 8 out of 10 games I get with 150, 180 pings, 1 of them or 2, if lucky I get 40 or 50 ping, and then there is absolutely no ''desync'' regardless of your framerate. Don't spread false information about framerate. It is all devs and their servers.
UE 3 was made with an option to cap fps at 62 for the devs at their own choice back in 2006. There was simply no reason to go higher that time because of hardware at the time, you didnt want to fry your cpu and gpu, but option for user to manually uncap it, it was always there. Just the engine was never well optimized for higher frames, hence it always had weird memory leaks and you would notice performance would slowly degrade and your fps will slowly go down the more you play. That's it.

Though you make solid points here, unless heard directly from the developers on this topic, it is speculation. The fact of the matter is that we simply don't know for certain why it's capped at 60. Paladins is also running on UE3 but can run at much higher frame rates. It's important to note, however, that these two game's logic may be coded differently. Yeah I'd prefer to have higher frame rates, but the game running at 60 FPS is the bare minimum for a competitive shooter so I'm fine with it personally. Far from the end of the world.
Hi guys just popping in to say that I can confirm the Paladins thing; it is UE3 and it is the only game I can run at over 200 fps in 4k downsampled to 1080p.
I actually forgot that was UE3 until i saw this. why IS this capped at 60 then? :cryptothink::cryptothink:
Paladins is also a bit older too so it's not like Paladins was bleeding edge by the time Gigantic came around...
Rainbow Dash Apr 15, 2024 @ 3:30pm 
Originally posted by Shabalabadingdong:
wow more helpful than the devs themselves

not hard when the devs themselves have literally been the opposite of that since the release announcements

that uncap "fix" is really concerning regarding balance even if "only" for the desyncs and rubberbanding that have been talked about in this hub forum. and, again, still no words from the publisher or developers about anything
ZooL Apr 15, 2024 @ 8:42pm 
Originally posted by Rex Regum:
Btw, the game does not break if you uncap fps, there is no desync, there is no lag or any sort of nonsense people making it up. This is UE3 not ID tech 5. This is not wolfenstein new order where the game was capped at 60 fps, because physics and animations were tied to frame rate, things would speed up there the higher your fps goes. You can play this game with 200, 500, 1000 or 10 billion fps, it does not matter, things are not tied to physics here. I guarantee that people are not aware what ping they are playing at and what region they are in, because the game is putting everyone randomly. 8 out of 10 games I get with 150, 180 pings, 1 of them or 2, if lucky I get 40 or 50 ping, and then there is absolutely no ''desync'' regardless of your framerate. Don't spread false information about framerate. It is all devs and their servers.
UE 3 was made with an option to cap fps at 62 for the devs at their own choice back in 2006. There was simply no reason to go higher that time because of hardware at the time, you didnt want to fry your cpu and gpu, but option for user to manually uncap it, it was always there. Just the engine was never well optimized for higher frames, hence it always had weird memory leaks and you would notice performance would slowly degrade and your fps will slowly go down the more you play. That's it.
sadly you are wrong. the original devs once made a statement how 60 fps was needed for their netcode. the client and server are working together very closely to make their skill system work. thats why one player uncapping the fps can desync the whole server. i experienced it myself in the original release.
is this a horible idea to program your games in this way? most likely. but pleas dont spread missinformation. uncapping fps will cause issues for everyone.
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