Silent Hill f feature-2

Silent Hill f Mod removes the 30FPS cap from the cut-scenes

One of my biggest gripes with Silent Hill f is the ridiculous 30fps cap of the cut-scenes. For whatever reason, NeoBards Entertainment decided to lock the cut-scenes at 30FPS. While this may make sense on consoles, it does not on PC. And, thankfully, modder Lyall has released a mod that removes it.

Going into more details, the mod lets you skip intro logos and warnings. It also removes the 30fps cap in cutscenes, and it enables the console. Moreover, it adds support for narrower than 16:10 resolutions. On top of that, it disables the letterboxing/pillarboxing in cutscenes, and it fixes the cropped FOV.

In short, this is a must-have mod for everyone who plans to play this new Silent Hill game. So, make sure to get it from this link.

Before continuing, I need to mention some annoying problems I had with the NVIDIA RTX 5090. Just like in Borderlands 4, Silent Hill f has major crashes. You can fix them for a while by reinstalling the driver, but after two or three reboots, the crashes come back. Not only that, but the game suffers from MAJOR visual artifacts. Just look at the following screenshots. The good news is that you fix these specific artifacts by using TSR. From the looks of it, these visual issues are caused by DLSS. NVIDIA needs to step up its game, as this is inexcusable. A lot of games right now use UE5, and the recent NVIDIA GPUs have major issues with that engine.

Silent Hill f visual artifacts-1Silent Hill f visual artifacts-2

I can also confirm that Silent Hill f suffers from major PSO stutters. There are also a few traversal stutters. So, while the game’s overall performance is great, your experience will be quite bad due to these stutters. This is something that the devs need to fix. It’s inexcusable for a game to suffer from shader compilation stutters in 2025.

Our PC Performance Analysis will go live later this week, so stay tuned for more!

7 thoughts on “Silent Hill f Mod removes the 30FPS cap from the cut-scenes”

  1. Often this makes no difference, cut-scenes are designed with a target framerate. Even if a game uses realtime rendering for the cutscene, the cutscene animation was created at a target framerate where the keyframes were locked. Cutscenes are not the same as gameplay, it is premeditated and requires deliberate keyframes.

    Just because your framerate counter says 60fps doesn't mean the animated cutscene is actually in 60fps. You need 60 keyframes worth of data per second for that to be the case.

    The only way this "mod" would work is if the cutscene actually has 60 frames worth of animation. But this is rarely the case if there is a 30fps lock, the main reason to lock the animation at 30fps is to actually have a 1:1 mapping of 30 keyframes. Running a 30fps motion capture studio is much cheaper, far less data, you avoid things like rolling shutter, etc.

    Refresh rate (which is different from framerate) is definitely unaffected by any "mods". Monitors run at a fixed refresh rate when gaming. When a monitor fixed at 60fps displays 30fps cutscenes, it simply shows those 30fps frames twice, it still runs at a 60fps refresh rate. A monitor doesn't change its refresh rate for the cutscene, regardless of what your framerate counter says.

    1. Some people don't mind the mismatch between the animation rate of some objects in cutscenes like NPCs vs the improvement to camera fluidity you might get. IDK if that's how it works in this game, either way it's objectively incompetence that we're still dealing with issues like this using a modern engine in 2025.

  2. The mod works great, with a 5080 the cutscenes run at 100–158fps (cap) at 1440p with max settings. I have no idea why devs keep locking cutscenes to 30fps on PC, it's so jarring jumping from 30–158fps all the time, and the game has a ton of short cutscene elements in between gameplay.

Leave a Reply

Your email address will not be published. Required fields are marked *