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Ghostin-GK2_Performance-0.1.4 icon

GK2 Performance

Frame-rate options for Graveyard Keeper 2 in the game's Settings menu: shadows fitted to the camera, pixel-art world resolution, half-resolution ambient shading, cheaper lamps, and an FPS counter.

By Ghostin
Date uploaded 3 weeks ago
Version 0.1.4
Download link Ghostin-GK2_Performance-0.1.4.zip
Downloads 36
Dependency string Ghostin-GK2_Performance-0.1.4

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

GK2 Performance

Frame-rate options for Graveyard Keeper 2 (version 1.010), added to the game's own Settings menu under Graphics. Every option starts at Game (what the Graphics preset picks), so installing it changes nothing until you choose something. The options work with any preset: for example High with Fitted shadows.

The options

Shadows

  • Game: the preset's shadows. On PC they reach 3000 units, though the camera only shows about 20.
  • Fitted: the same soft shadows, reaching only as far as the camera shows. Should be faster and sharper.
  • Console: the shadows the PS5 and Xbox Series versions use: simpler soft shadows, no lamp shadows.
  • Hard: hard-edged shadows.
  • Off: no shadows.

World resolution

  • Game: Full on High, Medium and Low; Pixel art on Lowest.
  • Full: the world drawn at your screen's full resolution.
  • Pixel art: the world drawn at the game's pixel size and scaled up (a quarter of the pixels at 1080p, a sixteenth at 4K). The biggest saving for weaker graphics cards. As on Lowest, the camera follows you rigidly and the water is the simpler kind.

Pixel snapping: Game snaps the camera and your character to whole screen pixels, so the world moves in uneven pixel steps when you walk. Off lets them move smoothly between pixels: even scrolling, though pixel-art edges may shimmer a little while moving. Only with Full world resolution (Pixel art draws on the pixel grid anyway).

Ambient shading (the soft darkening in corners and under things): Game, Half res (same look, worked out at half resolution), Low, Off.

Lamps (torches, candles and other lights): Game, Real, No shadows (real lights that cast no shadows), Faked (painted into a texture, cheaper).

FPS counter: frame rate and frame time in the top-right corner, to compare the options.

The choices are kept in BepInEx/config/com.gk2perf.performance.cfg.

If something looks wrong

Set that option back to Game. If shadows vanish near the top of the screen with Fitted, raise FittedShadowMargin in the config file. Each change writes what's in effect to BepInEx/LogOutput.log; include it when reporting a problem.

Works alongside GK2 Co-op.

CHANGELOG

Changelog

0.3.0

  • Each of the mod's options in Settings has a "?" beside its name: hover over it for what the option and each of its values do, in the game's own tooltip (as GK2 Co-op's settings have).
  • The Settings window fits on small and windowed screens: when it's taller than the screen, its options scroll (mouse wheel, or as the keyboard or gamepad moves through them), with a scroll bar beside them. Before, the six added options pushed the window off the screen.
  • Lamps: new choice Nearest. Real lamps, but only the few nearest you keep their shadows (6, LampShadowCount in the config file).
  • New config option LampLightsPerObject: how many lamps light one object in full detail. The game allows 8 on every preset, and each one draws the object again. 2 was about 11% faster at night in the village; the light is a little rougher where lamps overlap. 0 (the default) keeps the game's.
  • The FPS counter has a second line with what the frames cost: draw batches, shadow casters, and memory allocated per frame.
  • The README says which options helped most in a measured test (night and day, in the busiest place).

0.1.4

  • New option, Pixel snapping: Off lets the camera and your character move smoothly between screen pixels instead of snapping to them, so the world scrolls evenly when walking (with the world at full resolution).

0.1.3

  • The log also says how movement is timed (physics rate, whether the character is smoothed between physics steps, how the camera updates), and while you walk it measures how evenly the character and the camera move from frame to frame.

0.1.2

  • Pixel art no longer turns the water white: it uses the simpler water, as the game does on Lowest (the detailed water needs the full-resolution drawing).

0.1.1

  • The Settings window no longer shrinks the darkened backdrop behind it (only the panel is fitted to small screens).

0.1.0

  • First test build: Shadows (Game, Fitted, Console, Hard, Off), World resolution (Game, Full, Pixel art), Ambient shading (Game, Half res, Low, Off), Lamps (Game, Real, No shadows, Faked) and an FPS counter, in the game's Settings menu under Graphics.