Mortal Kombat 1: Removing 30 FPS Cap in Menus via Config

The primary goal for MK1 optimization is Visual Continuity. The engine’s “Frame Lock” is hardcoded into the startup script to prevent the UI and video assets from desyncing. By overriding the engine’s internal tick rate via the configuration files, we can implement a “Fluid Combat” profile: forcing the renderer to process menus and “Fatal Blows” at 60 FPS or higher, which significantly improves the responsiveness of the UI and the impact of cinematic moves.

Hardware Compatibility & Expectations

  • GPU Utilization: Unlocking FPS in menus and Fatalities will increase GPU usage. Ensure your cooling is adequate, as the GPU will no longer “rest” during cutscenes.
  • Online Desync: Unlocking FPS in menus is generally safe for Online play, as the game’s actual “Combat Logic” is still governed by the server’s 60 FPS tick rate.
  • Story Mode: Pre-rendered cutscenes are encoded at 30 FPS. Unlocking the frame rate will not make these videos smoother, but it will affect the real-time rendered transitions.

Backup and Preparation

  1. Completely exit Mortal Kombat 1.
  2. Navigate to your local configuration folder (path below).
  3. Copy GameUserSettings.ini and save a backup as GameUserSettings.ini.bak.
  4. Open the original with Notepad++.

File Location

The configuration files are located in the local AppData directory: %LOCALAPPDATA%\MK12\Saved\Config\WindowsNoEditor\ (Note: Despite the “12” in the folder name, this is the correct path for Mortal Kombat 1.)

Best Config Settings for Unlocked FPS

Search for these specific lines in GameUserSettings.ini. If they do not exist, add them under the [/Script/Engine.GameUserSettings] section:

[/Script/MK12.MKGameUserSettings]
b64BitCalculations=True
bEnable60FPSCinematics=True
bEnable60FPSMenus=True
FrameRateLimit=0.000000

Pro Tip: If the manual config edit does not stick (as the game often overwrites these flags during cloud sync), you must use the community-standard “MK1Hook” or the “Mk130FpsFix” tool. These plugins inject code during runtime to bypass the engine’s 30 FPS clamp for Fatalities and X-Rays.

Key Parameters Explained

ParameterRecommended ValueImpact
bEnable60FPSMenusTrueUnlocks the main menu and character select to run at a smooth 60 FPS.
bEnable60FPSCinematicsTrueApplies the 60 FPS target to Fatal Blows and intro/outro animations.
FrameRateLimit0.000000(0.0 means Uncapped) Allows the game to match your monitor’s native Hz.
b64BitCalculationsTrueEnsures the engine uses modern memory addressing for faster asset streaming.

In-Game Settings vs. Config

To complement your FPS unlock, match these in-game Graphics settings:

  • VSync: Set to OFF. In fighting games, VSync adds input latency. Use the “NVIDIA Reflex” or “AMD Anti-Lag” settings instead.
  • Upscaling: Use DLSS or FSR 2 on “Quality.” This keeps the framerate stable during high-particle Fatalities.
  • Shadow Quality: Set to Medium. Shadows in MK1 are rendered with high fidelity during 30 FPS cinematics; keeping them at Medium ensures your GPU doesn’t tank when the 60 FPS unlock is active.

Troubleshooting & Common Fixes

  • Fatalities Feel “Fast”: Because the animations were designed for 30 FPS, they may feel slightly “speedy” at 60 FPS. This is a visual side effect of the unlock.
  • Game Crashes on Intro: If the game crashes, revert bEnable60FPSCinematics to False. Some older GPU architectures struggle with the transition between pre-rendered and real-time assets at high speeds.
  • Audio Desync: If the voices don’t match the lips in Story Mode, it’s because the video is 30 FPS but the engine is 60 FPS. This is why the config fix is best used for Towers and Versus play.

Frequently Asked Questions (FAQ)

Is this considered cheating in Online play?

No. WB Games and NetherRealm have not banned users for unlocking the 30 FPS menu cap, as it provides no competitive advantage during the actual fight.

Why did the developers cap it at 30 FPS?

Consistency. 30 FPS allows the console versions (including Nintendo Switch) to maintain high-quality lighting and shadows during cinematic moments without frame drops.

Does this affect the “Fatal Blow” timing?

The timing for blocking and inputs remains the same. The “game logic” is still 60 FPS; only the “visual output” of the cinematic is being changed from 30 to 60.

Conclusion and Expected Results

By manually refining your GameUserSettings.ini, you are removing the artificial visual barriers of the MK1 engine. You can expect perfectly smooth transitions between fighting and menus, hyper-responsive character selection, and Fatalities that look twice as fluid as the default settings.

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