High FPS Fix

⭐ — (0 endorsements) 📥 2 downloads 📌 v1.2.0 📅 10/1/2026
🟢 Updated this month

By slopkhayzo · Miscellaneous

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 10/1/2026 📅 Created: 10/1/2026

🔍 Analysis

  • 🏆 #184 of 189 Miscellaneous mods in this game by downloads

📋 About This Mod

Experimental High FPS patch that decouples game logic (fixed 120hz tick) from rendering, enabling up to and above 360hz gameplay

Disclaimer: I made this using AI; I will never claim to have the necessary reverse-engineering skills to do this alone. I have tested about three levels and so far spotted no major issues, so wanted to share because this is extremely cool to me.

This mod enables above 120hz framerates through a comprehensive patch of the original executable; to summarize:

  • []game logic is decoupled from rendering (i.e game tick keeps running at 120hz under the hood) the game already does this to a degree but doesn't align ticks properly with the display frame rate, so specific <120hz framerates feel very juddery (105fps for example) the patch addresses this this too and so far from my testing and experience weird framerates like 105 feel smooth now[/]

    []all non-logic frames have their world positions, rotations and joints (including the player) interpolated to match the target framerate (for example, 120hz, 240hz or even 360hz and more if the user has a matching monitor and a pc powerful enough)[/]

    []a per-frame mouse delta override/prediction system keeps mouse input latency to pretty much native levels[/]

this means the game looks very smooth, is responsive and works fine (no physics issues that I could find, there might be flickery shadows on vehicles) even if running at more than 120hz; so far I've tested the entire three levels at 360hz and it works on my pc, I don't make guarantees for the rest of the campaign for now since I haven't tested it; if you spot any issues please report them and I'll see what I can do.

A maybe important note: I tested performance a little more and the mod does incur in a performance penalty, in the worst case I've compared and it can go up to 20% or more, I don't know how much i can do about this because the mod needs to do a lot of calculations to interpolate the entities, but i'll try and see if it can be improved.

The patch right now works for the GOG 1. 77. 9. 0 version of the game (the latest update), it might work for other versions as long as the executable has the same layout and matching hook coordinates, fails if they don't match what it expects.

I put a GitHub repo up and a have a blog post if you're interested in more stuff like this.

Description

This mod is an experimental patch that decouples game logic from rendering and interpolates all world positions, rotations and animations (player included) in non-logic frames in order to reach any desired framerate the pc can handle, with an additional per-frame mouse delta override to restore mouse input latency, tested up to 360hz.

Installation instructions

  • []Close Dishonored 2 if it is running.[/]

    []Extract every file from the ZIP into the Dishonored 2 installation folder, if you don't have familiarity with mods, download the zip with the loader bundled in; if you already have an ASI Loader in the root game folder don't overwrite it. This is

    the folder that contains Dishonored2.exe.[/]

    []Start the game normally.[/]

    Main features

    Enables up to and above 360hz play without incurring in any physics issues or game speed distortion

    Requirements

    Dishonored 2 executable compatible with the GOG version 1. 77. 9. 0 (the latest one), other versions might be compatible but the underlying executable layout has to match, the patch verifies and fails if it finds incompatibilities.

    Links

    GitHub repo, blog post

📊 Mod Details

Game
Dishonored2 Mods
Author
slopkhayzo
Version
1.2.0
Downloads
2
Endorsements
0
Category
Miscellaneous
Created
10/1/2026
Updated
10/1/2026

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