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Can You Unlock 60 FPS in The Order: 1886 on PC? Native Port, Emulation, and Patch Risks

By Freedom251 Team · · 9 min read

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Yes, but not through an official Windows setting. The Order: 1886 has no documented Sony or Ready at Dawn PC release with a supported 60 FPS toggle. On a Windows PC, higher frame rates are possible through an experimental community native port or through experimental PlayStation 4 emulation. Neither route guarantees a perfectly locked, universally stable 60 FPS.

The practical choice depends on what you value: the native port is the simpler Windows-native approach, while emulation can run above 30 FPS but varies substantially by emulator build, hardware, scene, shader state, and patches. A separate PlayStation 4 60 FPS patch exists, but its documentation warns of softlocks in Chapters 6 and 9.

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What “60 FPS on PC” actually means for The Order: 1886

The original console release is built around a 30 FPS presentation. At 30 FPS, a frame is displayed for about 33.333 milliseconds. A 60 FPS presentation cuts that interval to about 16.667 milliseconds. Removing the visible cap therefore requires more than changing a monitor setting: the game’s timing constants, frame presentation, and frame limiter must all agree.

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There is no documented official Windows edition that exposes a 60 FPS option. The available PC routes are community projects and experimental emulation. They should be treated as works in progress rather than supported ports with guaranteed compatibility, frame pacing, or save safety.

The three ways people attempt 60 FPS

Route What it does Evidence of performance Main risk or limitation Who it suits
Community native Windows port Applies an experimental 60 FPS frame-rate patch, presentation overrides, and frame-limit controls. A project-reported 240-second prologue run on an RTX 5060 Laptop averaged about 57 FPS; five-second windows ranged from 41 to 60 FPS. Build-specific crashes, dips, and incomplete compatibility are possible. The patch is explicitly experimental. Players who want a Windows-native setup and can tolerate testing and occasional troubleshooting.
Experimental PS4 emulation Runs the PS4 software through an emulator whose performance changes with emulator revision, hardware, scene, shaders, and patches. One technical report observed more than 200 FPS in an opening test but roughly 60–84 FPS near a city sequence on selected hardware. Those figures are anecdotal and setup-specific, not a requirement or a guaranteed target. Users already comfortable configuring experimental emulators and accepting uneven compatibility.
PS4 60 FPS patch Uses the maintained Illusion PS4 patch definition’s “60 FPS Unlock” on compatible console or emulation setups. No universal frame-rate result is established; actual output depends on the host setup. The patch documentation warns that quick-time events in Chapters 6 and 9 can softlock. PS4-jailbreak or emulation users who can disable and re-enable patches during a playthrough.

No single route has a documented universal CPU or GPU requirement. Hardware that reaches 60 FPS in one scene may show lower frame rates elsewhere, and an emulator’s behavior can change after a revision or shader cache rebuild.

How the native Windows port reaches 60 FPS

The community native-port repository documents a “Frame Rate Patch – 60 FPS (experimental).” Its core change is precise: four 30 FPS frame-time constants in the 01.02 executable are changed from 33,333 microseconds to 16,667 microseconds. Presentation and frame-limit overrides then allow the game to present at up to 60 Hz.

The project states that game speed remains correct against a 30 FPS run. That distinction matters. A simple external limiter can make a game draw more frames without correcting simulation timing, causing accelerated movement or inconsistent input. This patch is intended to update the timing values as well as the presentation path.

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Configuration exposed by the current build

The same project exposes two environment variables:

  • THEORDER_FLIP_RATE, used by the launcher’s presentation logic.
  • THEORDER_FPS_LIMIT, used to set the requested frame limit.

The project’s example configuration uses:

THEORDER_FLIP_RATE=0
THEORDER_FPS_LIMIT=60

Its launcher logic also uses an engine_fps=120 configuration value for the 60 FPS patch. These are configuration details for that current community build, not universal settings that apply to every fork or future version. Use the names and syntax documented by the build you installed rather than copying settings from an unrelated fork.

What the project’s performance sample tells you

In a project-reported 240-second prologue run on an RTX 5060 Laptop, the game averaged approximately 57 FPS. Five-second windows ranged from 41 to 60 FPS when the GPU command thread became busy. This is not an independent benchmark, and it does not establish a hardware requirement. It does show why “60 FPS enabled” should not be interpreted as “60 FPS locked in every scene.”

Average FPS can conceal short drops. For a smoother result, watch frame-time consistency while moving through demanding areas, not just the headline average. A 60 FPS frame takes 16.67 ms; a sudden 41 FPS interval takes about 24.4 ms, which is visible as a hitch even if the long-run average looks acceptable.

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Step-by-step: testing the native-port option

  1. Confirm the build and executable. The documented patch targets the 01.02 executable. Check the native-port project’s release notes and verify that your executable matches the version expected by that build.
  2. Make a backup. Copy the original executable and configuration files before applying a patch. Keep the backup outside the game directory so an update or repair operation cannot overwrite it.
  3. Use the project’s patch mechanism. Apply the documented experimental 60 FPS patch rather than manually changing unrelated binaries. The patch is designed to alter four frame-time constants and the presentation path together.
  4. Set the build’s frame-limit controls. Use the project’s documented environment-variable method and set THEORDER_FLIP_RATE=0 and THEORDER_FPS_LIMIT=60 if those values match your build. Confirm that the launcher is using engine_fps=120 for this patch, as described by the project.
  5. Test a controlled section. Run the opening or prologue for several minutes, then repeat a section where the GPU command thread becomes busy. Record the displayed frame rate and look for stutter, crashes, incorrect game speed, or input problems.
  6. Keep the original available. If the patched build crashes, runs at the wrong speed, or produces unstable frame pacing, restore the backup and return to the 30 FPS configuration. Do not assume that an update will preserve compatibility.

The native approach is attractive because it presents the game as a Windows application and includes explicit display and frame-limit controls. Its trade-off is maturity: the patch is experimental, and the project’s own sample did not maintain a perfect 60 FPS.

What experimental PS4 emulation can deliver

PS4 emulation is a separate route from the native port. Current technical reports describe The Order: 1886 running on PC through experimental PS4 emulation, not through an authorized Windows release. Results vary with the emulator revision, host hardware, game scene, shader compilation state, and any frame-rate patches applied.

Reported observations illustrate that spread. One report described results above 200 FPS in an opening test, while another observation on selected hardware measured approximately 60–84 FPS near a city sequence. These numbers are anecdotal, tied to particular builds and settings, and should not be used as a guaranteed requirement, benchmark, or locked target.

Why the same emulator can feel different between scenes

  • Shader compilation: A first run can stutter while shaders are generated or cached. Repeating the scene may behave differently.
  • Scene complexity: A quiet opening area can run much faster than a city sequence with heavier rendering and simulation work.
  • Emulator revision: Compatibility and frame pacing can change as the emulator evolves.
  • Patch state: A 60 FPS patch may improve the ceiling while introducing gameplay bugs or additional timing problems.
  • Host scheduling: Spikes in CPU or GPU workload can produce uneven frame times even when the displayed FPS counter is high.

For that reason, an emulator’s ability to show a high number in one test does not prove that the complete campaign will sustain 60 FPS.

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The PS4 60 FPS patch and its Chapter 6/9 warning

The maintained Illusion PS4 patch definition includes a “60 FPS Unlock.” Its note contains a specific compatibility warning: “Softlocks will occur in Chapter 6 and 9 during Quick Time Events. Disable patch to progress.”

This is the clearest documented gameplay risk associated with the 60 FPS option. A softlock is not merely a frame-rate dip; it can prevent the event from completing and stop story progression. The warning applies to the patch’s documented behavior, so do not assume that a different emulator revision will automatically fix it.

Safe way to handle the warning

  1. Keep the patch reversible. Store an unpatched configuration and know how to switch patches off before starting the affected chapters.
  2. Disable the 60 FPS patch before Chapter 6. Do this before the chapter’s quick-time events, not after an event has already failed.
  3. Play through the affected sequence at the unpatched setting. Use the normal 30 FPS behavior until the event and any immediate checkpoint are complete.
  4. Repeat the process before Chapter 9. The warning names both chapters, so clearing Chapter 6 does not remove the Chapter 9 risk.
  5. Re-enable only after a confirmed safe point. If your build permits it, restore the patch after the affected event and keep a separate save in case the game behaves differently.

Players using an ordinary Windows installation generally have no reason to choose this console-patch route. It is most relevant to users already running a compatible PS4-jailbreak or emulation setup.

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Why removing the cap does not guarantee a locked 60

A frame-rate cap is only one part of performance. The native patch changes timing constants and presentation, but the project’s reported 41–60 FPS windows show that workload can still exceed the time available for a 16.67 ms frame. Emulation adds another layer of translation, so its overhead and shader state can produce larger swings.

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Visual output also depends on the build. The available documentation establishes display and frame-limit controls for the native project, but it does not establish a universal aspect-ratio, ultrawide, or image-quality standard shared by every port and emulator fork. Treat those features as build-specific rather than guaranteed parts of “60 FPS support.”

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Troubleshooting common failures

The game remains at 30 FPS

  • Confirm that the experimental patch actually matches the executable version, especially the documented 01.02 target.
  • Check that the build’s frame-limit override is active and that THEORDER_FPS_LIMIT is set to 60 where supported.
  • Verify that a launcher or external configuration has not replaced the patch’s presentation settings.
  • Test the game’s own reported frame rate rather than relying only on a monitor’s refresh-rate display.

The game runs too fast or timing feels wrong

This can indicate that only the presentation limit changed while the simulation constants did not. Restore the original files, then apply the complete patch intended for your executable instead of mixing pieces from different builds.

Frame rate is high but motion stutters

Compare frame times during shader compilation and in busy scenes. A high average can coexist with long individual frames. Re-test after shader caches have settled, and avoid judging the setup from a short opening sequence alone.

A Chapter 6 or 9 quick-time event will not complete

Disable the PS4 60 FPS patch, reload a save from before the event, and retry. The patch documentation explicitly identifies those chapters and gives disabling the patch as the workaround.

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The patched native build crashes

Return to the backed-up executable and configuration, then check whether the community project has a build-specific compatibility note. Do not overwrite the backup while experimenting with alternate forks.

Which option should you choose?

  • Choose the native port if you want the clearest Windows workflow, built-in frame-limit controls, and a reversible experiment without emulating an entire console.
  • Choose emulation if you already use an experimental PS4 emulator and accept that frame pacing, shader behavior, and compatibility can change between revisions.
  • Use the PS4 patch cautiously if you need the console patch specifically; plan around the documented Chapter 6 and 9 softlocks and keep an unpatched configuration ready.
  • Stay at 30 FPS if stability and uninterrupted progression matter more than an experimental higher frame rate. The official release does not provide a supported PC 60 FPS switch, and neither unofficial route guarantees a perfect lock.

Bottom line

The Order: 1886 can run above its original 30 FPS presentation on PC, but only through unofficial community software or experimental PS4 emulation. The native port’s patch changes four timing constants from 33,333 to 16,667 microseconds and can approach 60 FPS, yet its own sample averaged about 57 FPS with dips to 41 FPS. Emulation can perform faster in some scenes and much closer to 60 FPS in others. The separate PS4 60 FPS patch carries a documented softlock warning for Chapter 6 and Chapter 9. Treat 60 FPS as an experimental option, keep every change reversible, and test the complete scenes you intend to play.

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