AneeMate FPS limits: choose a cap and compare the same route

AneeMate's FPS limiter now offers Unlimited, 30, 60, 90, 120, 144, 165, 240 and Match screen. Choose a target you can compare in a repeatable scene, then check how the game feels while moving and playing. A selected limit is a ceiling or target setting, not proof that your PC will deliver that frame rate everywhere.
Start with a useful question
If you are changing the cap because the game feels uneven, write down where that happens. Is it while turning the camera, entering a busy area or playing co-op? Those are more useful starting points than choosing the largest number available and hoping it fixes every interruption.
The 3 November development update announced the expanded limits, an Adaptive VSync adjustment and further co-op and game-thread work. This guide explains a small comparison routine around the new options. It does not report a benchmark or recommend buying hardware.
Before changing settings, note the version you are running and your current cap. Keep a way to return to the original configuration. A comparison becomes harder to interpret when you cannot remember which other options changed at the same time.
A cap is different from a result
Selecting 120 does not establish that the game holds 120 FPS in every scene. Equally, Unlimited does not promise the smoothest experience on every setup. The useful choice depends on the actual behaviour of your PC and the workload you are playing.
Match screen appears as a distinct option in the update. Treat it as its own setting rather than assuming a particular number from its label alone. If you are reporting a result, record the selected option and the display's configured refresh rate separately.
For installation requirements, use our PC requirements guide. Meeting a store requirement and observing stable play in a particular scene answer different questions.
Compare one short route
Choose a small route you can repeat without changing your objective halfway through. It might include standing still, walking a short distance, turning the camera and returning to the starting place. Use the same mode and keep other settings steady for the first comparison.
Then change only the cap and repeat that route. Note what you observe instead of assuming the new setting must be better because the selected number is higher. If the game exposes an appropriate performance display, include it in your notes. If it does not, describe the visible interruption and action clearly.
You do not need to turn a leisure session into a long test. One careful comparison can tell you whether you have a useful next question. Repeatedly changing resolution, quality presets and the cap together usually makes that question less clear.
An original example on a high-refresh display
Imagine a player on a high-refresh monitor who notices an interruption while turning towards the camp. This is an invented example, not a measured AneeMate result. They record the selected limit, display refresh rate and the same short turn before trying a different cap.
If the interruption remains in the same part of the turn, the next report can identify that action. If it changes with the setting, the report can state which comparison showed the difference. Neither observation by itself proves the cause of a rendering or simulation problem.
The update also addresses a drop to 38 FPS associated with Adaptive VSync on high-refresh monitors. Do not assume every low number has that cause. Describe what happened in your build and whether the relevant setting was active, rather than diagnosing your session solely from an old symptom.
Check movement as well as the counter
Look at the task you are actually doing. Can you follow your character during a camera turn? Does an interruption occur at the same action or location? Does the game feel different when an effect enters the scene? These observations help put a counter reading into context.
For co-op, keep track of whether you hosted or joined. Joining behaviour, network conditions and a local frame interruption can feel similar to a player while having different causes. A recording showing the action before the problem is more useful than a still image of an FPS value.
The co-op communication guide can help your team agree on a short call when a problem interrupts a run. You should not need to explain your entire settings menu while a teammate is trying to regroup.
Send a report the team can use
Include the installed build, CPU and GPU, display refresh rate, resolution, selected cap and relevant graphics settings. Add the mode, the action sequence and whether the problem repeats on your short route. If possible, attach a brief clip with the moments before the interruption.
Avoid posting private account details or unrelated desktop information in a public recording. The purpose is to make the game behaviour understandable. Our testing and feedback guide explains the broader reporting approach.
Choose for the session you want
After comparing, return to the configuration that suits your session and keep the notes if you intend to report something. You can revisit it after another update using the same route, rather than starting each time with an unrelated scene.
Explore the gameplay guide or play AneeMate through its official Epic listing. The expanded limiter gives you more choices. The useful next step is to see how one choice behaves during the play you care about.
Source: QORPO Studio's development update of 3 November 2026, checked 5 November. The comparison routine is an editorial suggestion. No hardware benchmark, co-op test or measured frame-rate improvement is claimed.