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This works with any bouncy physics and high frame rates apparently. Skyrim used to just lag like hell if I used frame limiter on original Skyrim above 61FPS. But I can't really remember what I did back then to Skyrim originally too well and I probably didn't have a 144Hz monitor.
This fix apperntly fixes a whole bunch of problems on monitors with 144Hz and high frame rates, not just the frame rate issue.
120FPS setting for Havok Physics is what most people want, it fixes the physics timing issue. It's also been tested well into the game on all the scenes that used to create problems many moons ago.
It will help if you have a fairly constant frame rate. Like for instance, I have frame rate limit set in Nvidia Inspector to just below 144FPS, the exact FPS I can't be bothered checking what it says ATMIT. There is also some technical stuff i can't be bothered explaining about how the engine in these games works at 60FPS in laymans terms, but you can look it up if you'd like to know the technical details.
Here are 5 things it confirmmed fixey.
Cart opening scene - DID NOT Spaz out and was perfectly playable: Imageproof I know, not the best image but you can see that it's angle towards the ground is correct and everything behaves properly. High setttings or low settings didn't affect the result.
Breezehome - I moved around some goblets and plates, they move at appropriate speed and it didn't seem glitchy. No difference between low and high settings.
Windhelm Docs - All NPCs moved at regular speeds. No glitchy behavior, no spazzing out when jumping to the water. No difference between low and high settings. Water flow was appropriate.
Spawn 100 Cabbages - In Breezehome, worked flawlessly, no glitches or bugs - In Windhelm Docs, worked fine aswell. High / Low Settings same results.
Waitrun (reduced to 1h ingame time instead of 24) - Nothing to note, no unusual behavior for high and for low settings. I also paid attention to sound loops from fire and water - they were played at regular speeds.
Interior: Dragonsreach, Fus-Ro-Dah'd regularly to keep physics going - No glitches everything usual, no flying jarls or spazzing stewards. Kids being brats as usual.
Riften training grounds near Mistveil Keep -> observe guards and their speed. Their animation speed was no different that at 60 fps, they moved and behaved appropriately. I also spawned 100 Cabbages here to make sure everything works properly -> it did. High / Low settings same results.
That will be all. Continue as noirmal.
It's got to do with how the physics and timing is tied to the original 60FPS and can also affect the save system.
After the fix the horse and cart doesn't park on other carts, kill people, flip upside down or mess up the intorduction scene by getting in the way.
I already have a global frame limit set with Nvidia Inspector just below 144Hz so gsync and other such vsync technolgies work properly if and when I ever use them.