Well, the user found a fix for the 60fps bug that caused NFS Rivals to speed up to the point of being unplayable. Anyone trying to run the game at 60 frames per second would find that the game's runtime would also speed up twice as much, making it next to nigh impossible to play, as showcased in the video below.
The above line hard-locks the game and simulation cycles to 60 frames per second. As he understands it, BetA notes that the sim time being 60fps and the sim rate being 60fps matches both the game speed and the simulation operations to the same frames-per-second wave length. If the MaxSimFps is 30 and the ForceSimRate is 60 the game will run at a full 60 frames per second but at half the speed. Just the same as the opposite was true when running the game time at 60fps with the SimRate at 30fps, where the game was running twice as fast at only half the frames.
The only drawback is that if you're going to run the game at 60fps and expect it to work, you have to have a computer to match the required performance of the game at 60fps. If your PC can't handle it and the game dips down below 60fps, you're not just going to see dropped frames, you're going to run into actual slowdown of the entire simulation process, the same way that the physics and simulation were sped up when running the game at 60fps on the 30fps simulation cycle.
This is a game-breaking issue, and has / will destroy any competitive integrity held within the franchise. Console players are unable to compete in anything, and in Multiplayer I know of people modifying display settings to remove the 60fps cap (those players will be faster than all others as a direct result of more FPS). The game has become a social tool with all competitive aspects removed, and I hope to have this rectified.
I am sure this is a known issue, otherwise there was no reason to lock multiplayer to 60fps from release. Please rectify whatever underlying issue is causing this to happen - Until fixed, the game cannot be taken seriously in any competitive capacity. This game should be accessible and competitive for anyone, playing on any hardware (PC, Console or otherwise).
DriveClub struggled to stay at 30fps when we last played it (although it's currently undergoing some extra fine-tuning following its delay, so we remain hopeful that it will run at 60fps when it's released next year), and launch title Need for Speed: Rivals has been locked to 30fps. It's not uncommon for launch titles to be constrained like this however, particularly in the case of Rivals as it's been cross-developed for current-gen platforms as well, so the developers were unable to fully utilise the new next-gen hardware.
For the PC version, the frame rate was meant to be unrestricted as we were originally led to believe, allowing PC players to experience an enhanced sense of speed in 60fps. Since its release however, players are starting to discover that the PC version is in fact locked at 30fps. Attempts to unlock it and and play NFS: Rivals in 60 fps results in something like this:
582128177f