So NFS: Rivals is locked to 30 ticks per second.
This also limits the FPS to 30, even if your machine is capable of outperforming that.

Some people have discovered that you can remove the FPS limit, however that will result in speeding up your game by a severe margin (depending on the FPS you get).

I’ve been looking into a workaround, and even though I’ve managed to unlock visual FPS, there are still a few bugs.

If you notice, when I start driving in third person, my driver model starts clipping out of the car. That’s because physics simulation is still lagging behind at 30 ticks per second.

This is also visible when I collide with various items, as there is a slight delay between my collision and their reaction.

Moreover, there seem to be a few sound bugs when in first-person view (didn’t encounter them in 3rd person), as well as jittering on the UI.

If you want to try this out for yourself, you can launch your game with the following parameters:

-Client.VisualFrameInterpolation true -GameTime.MaxVariableFps 200 -GameTime.ClampTicks 2
-GameTime.MaxInactiveVariableFps 10 -GameTime.ForceSimRate 30 -GameTime.ForceDeltaTickCount 1 
-Ant.AllowVariableTickLength true -Ant.MaxInterpolationTicks 200

I’m still looking into a way to fix physics simulation issues, but from what it seems it might be hardcoded.

November 25, 2013 Randomness, Research

November 1, 2013 EA, Reverse Engineering