Project Zomboid

Project Zomboid

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8 Jul @ 6:01pm
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HigherFPS

Description
Are you tired of paying for a High-End PC and High Refresh Rate Monitor just for Game Developers to handicap your FPS? Then this is the mod for you!

Build 42 of Project Zomboid has a hard-coded framerate cap of 244 FPS and they removed the "Uncapped" option that is present in Build 41. This means that even powerful PCs can't push the framerate higher through the default settings.

This mod bypasses this limitation. And more...


Features
  • Expanded Framerate Options: Adds new, higher FPS caps including 360, 480, 500, and 540.
  • Uncapped Option: A TIS Dev said this option will be added back. Until then, this mod adds it back
  • Seamless Integration: All new options are added directly to the vanilla "Framerate" dropdown menu in the Display settings.


How to Use
  • Subscribe to and enable the mod in the "Mods" section of the main menu.
  • Go to Options -> Display & Performance.
  • Under Window, Find the "Lock Framerate" dropdown menu.
  • You will now see the new options available.
  • Select your desired framerate and click Apply.
  • Your FPS limit should Increase immediately and will be remembered the next time you launch Project Zomboid.


Compatibility
This mod is lightweight and should be compatible with most mods. It uses its own configuration file to store the fps setting. This method prevents conflicts with the game's core saving system and ensures your choice persists between sessions.

It should work with existing saves. It can be added to or removed from a game at any time without issue.

Workshop ID: 3520658825
Mod ID: HigherFPS
17 Comments
White Boy Euthanasia 14 Jul @ 6:09am 
genuine question: as i understand fps higher than refresh will result in possibly less input latency in very small factors, which would be extremely important for something in the ball field of a first person shooter where your aim is what determines the outcome of each encounter.
would better input make any meaningful difference in an iso survival game, on a build thats exclusively singleplayer? im gonna assume that it cant be for this reason and ask: it has to be a james bond style "shaken, not stirred" situation or the pleasure of knowing your machine can produce high numbers, right? and if not any of those please tell me what i am missing i really am curious and trying my hardest to not come off as an ass for this
Phade 11 Jul @ 11:18pm 
@dane I understand, I sadly couldn't find the post where I found out about it last time, so I would take my advice as more of an opinion.
󠀡Air Ray Phalanx 11 Jul @ 12:26pm 
I have used something similar in the past. Neat mod, one thing worth mentioning that if your framerates are exceedingly high enough (200, 300, and up, past the 244) it affects the sleep cycle, and a play can sleep at turbo speeds, because the hours will speed by while a player sleeps. Although this is only in Singleplayer of B42. No comment on if this affects Multiplayer for Build 41, as I never played it.

Still, good mod and it's appreciated.
dane  [author] 11 Jul @ 3:01am 
Thanks for the response, but I think your "belief" here is misguided.
A direct quote from Soul Filcher(a TIS dev) on their official Project Zomboid discord, in their dedicated news_discussion section(for 42.8.1 UNSTABLE) from six weeks ago: "Try different settings for fps too, some people reported issues when they cap it, but uncapped working fine"

Thank you for trying to inform people, I appreciate that, the only thing I wish you did as well, was complement your statements with actual data or references to cases where this has happened.

I definitely agree that Java is kinda mid, especially when it comes to JVM memory and runtime overhead. Another big issue is just that the code of Project Zomboid is very shit. The more I look through their source code, the more I start to question what they're thinking(I've discussed this with other modders as well).

Thank you for your time. :)
Phade 10 Jul @ 10:06pm 
@dane I believe the reason the 'uncapped' option was removed from b42 was because it was one of the performance issues they discovered during development.

I don't think the uncapped framerate breaks the game in any serious way, so I don't forsee any huge issues regardless. I just wanted to let that information be known so if people do have performance issues and such.

I think the problem mainly is with the engine itself. Java kinda sucks.
dane  [author] 10 Jul @ 8:52pm 
The line "Until you can comprehend why capping exists" assumes I don’t understand the subject.
I do... it’s used to control power draw, heat, noise, input latency, and frametime consistency/pacing(and also to play nicely with VRR). My point is that when higher-end hardware and monitors can handle higher frame rates, raising the fps cap can bring tangible benefits specifically for input latency, but that's not say fps capping can't also be beneficial for input latency, it really comes down to the game at hand. For Project Zomboid, we have no actual data to back up if fps capping in this game improves input latency or worsens it.

I’ll post a write‑up later with more information.
KaveMan 10 Jul @ 7:41pm 
Frame Rate Capping exists for a reason. Doesn't matter if you have a fancy 10,000 fps monitor, Until you can comprehend why capping exists.
dane  [author] 10 Jul @ 9:49am 
Well that sucks. I can look into adding custom fps settings. Not sure when I'll do it though.
Dapper Pan Man 10 Jul @ 8:06am 
Sadly, it is not the same. Any external frame rate cap introduces a very noticeable input lag in Project Zomboid specifically, compared to in-game one. RTSS, NVCP, SpecialK. Tried them all.
dane  [author] 10 Jul @ 7:26am 
In those cases I'd recommend setting the in-game setting to "Uncapped" and then capping the fps using RTSS or NVCP, it's functionally the same. :)