# Remothered: Broken Porcelain 2.0.0 # BID: 5EFAB20F5C1F0F68 # Game stores textures inside fixed size class, so it's hard to get triple buffer unsafeCheck: false ALL_FPS: # r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 1 decimals - type: evaluate_write address: [MAIN, 0x58210E8, 0] value_type: float value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"] # t.MaxFPS - type: evaluate_write address: [MAIN, 0x584D710, 0] value_type: float value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET] # r.VSync - type: write address: [MAIN, 0x4CB8880, 0] value_type: uint32 value: [0, 0] - type: block what: timing