Resident Evil 3

Resident Evil 3

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djkennedy001 Aug 7, 2020 @ 12:43pm
60 FPS Zombies After August 2020 Update?
Well, the executable was updated, so now zombies are back at about 30 FPS at distance.

Can anyone report what/where the new hex values are that have to be changed to get zombie framerate unlocked again?
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Showing 1-11 of 11 comments
k3stea Aug 7, 2020 @ 11:22pm 
Don't know, but I know that the ultimate trainer on nexus mods allows you to uncap zombie frame rate at a distance.
somekindofpast Aug 8, 2020 @ 12:27pm 
wow they never fixed that? Pathetic, Capcom
djkennedy001 Aug 8, 2020 @ 1:37pm 
Originally posted by somekindofpast:
wow they never fixed that? Pathetic, Capcom

It's not just something with only this game, they did the same thing with RE2:R, presumably to reduce stress on CPUs or something.

Everytime RE2:R got updated, you had to modify the right hex values in the exe to uncap them, all the way up to the final update where they removed Denuvo from the game entirely.
Jeffy Aug 8, 2020 @ 8:54pm 
There's a mod you can download to fix that but we ideally shouldn't have to. It's just silly lol.
somekindofpast Aug 9, 2020 @ 2:45pm 
Originally posted by djkennedy001:
It's not just something with only this game, they did the same thing with RE2:R, presumably to reduce stress on CPUs or something.

Everytime RE2:R got updated, you had to modify the right hex values in the exe to uncap them, all the way up to the final update where they removed Denuvo from the game entirely.

maybe this is not the issue i'm thinking about, but I remember seeing zombies off in the distance stuttering like hell in RE3R. I don't remember ever seeing it in 2R, perhaps because you don't really see zombies in the distance in that game.

Generally, dispite the graphical polish, RE3R enemy movement felt more sloppy than 2R. Things like ragdoll and dismemberment being removed and enemies noticeably tethered...definite downgrade from 2R.
Last edited by somekindofpast; Aug 9, 2020 @ 2:50pm
Stormspark Aug 9, 2020 @ 6:09pm 
Originally posted by somekindofpast:
Originally posted by djkennedy001:
It's not just something with only this game, they did the same thing with RE2:R, presumably to reduce stress on CPUs or something.

Everytime RE2:R got updated, you had to modify the right hex values in the exe to uncap them, all the way up to the final update where they removed Denuvo from the game entirely.

maybe this is not the issue i'm thinking about, but I remember seeing zombies off in the distance stuttering like hell in RE3R. I don't remember ever seeing it in 2R, perhaps because you don't really see zombies in the distance in that game.

Generally, dispite the graphical polish, RE3R enemy movement felt more sloppy than 2R. Things like ragdoll and dismemberment being removed and enemies noticeably tethered...definite downgrade from 2R.
That's done intentionally, because the consoles don't have the processing power to handle the game otherwise. Super Mario Odyssey uses this exact same technique (although it should be noted that game runs at 60fps, on the Switch). It happens in RE2R too, but it's MUCH harder to notice there because there aren't nearly as many open spaces with zombies in the distance as there are in this game.

There is a way to mod the game to fix this, because PC's are orders of magnitude more powerful than the consoles. I do not know how to do it off the top of my head though.
djkennedy001 Aug 9, 2020 @ 7:04pm 
Originally posted by Stormspark:
That's done intentionally, because the consoles don't have the processing power to handle the game otherwise. Super Mario Odyssey uses this exact same technique (although it should be noted that game runs at 60fps, on the Switch). It happens in RE2R too, but it's MUCH harder to notice there because there aren't nearly as many open spaces with zombies in the distance as there are in this game.

There is a way to mod the game to fix this, because PC's are orders of magnitude more powerful than the consoles. I do not know how to do it off the top of my head though.

Yeah, there was two ways of doing it for RE3.

1. Use a mod that exists over at Nexus (it didn't work for me, and my AV did NOT like it at all).

2. Use a hex editor to modify a hex string in the game executable to uncap the zombies (which did work, but led to a glitch where interactables eventually stopped working unless you also installed the Mod Framework).

EDIT (FOUND IT)

Zombie animation: offset 0xEE82B8 (replace 44 8B C5 with 45 31 C0)
Integrity check removal: offset 0xA7D059 (replace 75 with EB)

You have to do both because the integrity check is what causes the game to have the issue with interacting with items/typewriters/etc. Apparently, it's an "anti-cheat", so changing that one value will cause the game breaking to not happen and (hopefully) allow uncapped Zombies on DX12 since Mod Framework was DX11 only).
Last edited by djkennedy001; Aug 9, 2020 @ 7:16pm
somekindofpast Aug 10, 2020 @ 1:51am 
So the downgraded movement, reactions, dismemberment, tethering and ragdoll physics compared to 2R were just my imagination playing tricks on me.

Good to know guys :)
Just Aaron Aug 10, 2020 @ 3:27am 
Originally posted by somekindofpast:
So the downgraded movement, reactions, dismemberment, tethering and ragdoll physics compared to 2R were just my imagination playing tricks on me.

Good to know guys :)
No, you`re right. RE3 did downgrade all the things you listed. All they`re saying is that the zombies in the RE2 remake moved at 5 fps when at a distance as well. That wasn`t new.
somekindofpast Aug 10, 2020 @ 5:17am 
Originally posted by Just Aaron:
Originally posted by somekindofpast:
So the downgraded movement, reactions, dismemberment, tethering and ragdoll physics compared to 2R were just my imagination playing tricks on me.

Good to know guys :)
No, you`re right. RE3 did downgrade all the things you listed. All they`re saying is that the zombies in the RE2 remake moved at 5 fps when at a distance as well. That wasn`t new.

My bad, I just meant that the distant zombie stuttering issue is actually the least of this game's problems.
Stormspark Aug 10, 2020 @ 9:56am 
Originally posted by somekindofpast:
Originally posted by Just Aaron:
No, you`re right. RE3 did downgrade all the things you listed. All they`re saying is that the zombies in the RE2 remake moved at 5 fps when at a distance as well. That wasn`t new.

My bad, I just meant that the distant zombie stuttering issue is actually the least of this game's problems.
The distant zombie stuttering is actually due to the engine animating distant objects at a lower framerate. It's a way to save resources on low power systems like consoles. As I said, Super Mario Odyssey uses this technique, and it's one of many things that lets the game run at 60fps on the Switch. But it does it in a much more elegant, less noticeable way. Stuff has to get fairly far away before the framerate starts dropping. And as I also pointed out, RE2R uses this too, but it's not nearly as jarring because there aren't a lot of distant zombies.

In this game, it's just so blatant and in your face that it actually detracts from the gameplay and makes it look like a bug. It was poorly implemented. This technique is not automatically a bad thing, especially on lower power machines. But there should be something in the option menu to disable this on high end PC's that have enough power to run everything at 60fps.
Last edited by Stormspark; Aug 10, 2020 @ 10:01am
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Date Posted: Aug 7, 2020 @ 12:43pm
Posts: 11