Performance Traffic Control
Adaptive performance pressure, shared work budgets, enemy visual load shedding, and WindVolume capacity protection.
By KainKondraki
| Last updated | 18 hours ago |
| Total downloads | 121 |
| Total rating | 1 |
| Categories | Client Mods Rundown Mods |
| Dependency string | KainKondraki-Performance_Traffic_Control-1.0.0 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2README
PerformanceTrafficControl
PerformanceTrafficControl(下文简称PTC)一套轻量级性能框架,旨在改善 GTFO 在高强度战斗、大量敌人同时活跃、植物园场景、动态雾气变化以及视觉效果密集场景中的帧时间稳定性。
PTC采用自适应性能压力检测,对玩家当前可触达的敌人、植物园场景中的高开销环境对象以及动态雾气效果进行渲染级别的动态调节,并根据当前硬件与本次游戏会话,学习设备能够稳定维持的 FPS 基线。
当游戏处于正常负载时,PTC会尽可能保持原有视觉表现;只有在检测到持续性能压力后,才会逐步降低敌人阴影、尸体与布娃娃负载、植物园环境渲染和动态雾气效果所带来的次要性能开销。性能恢复后,可恢复的视觉设置也会随之还原。
当前性能负载会被划分为三个压力等级:
- Normal
- High
- Critical
压力等级切换采用滞回机制,避免 Mod 因短暂且无害的帧时间波动而频繁开启或关闭优化措施。
本 Mod 的目标并不是单纯追求尽可能高的 FPS 数字,而是减少严重的帧时间尖峰,并在场景负载异常升高时尽量维持游戏操作的流畅与响应性。
敌人视觉负载优化
当系统检测到持续性能压力时,Mod 会降低敌人与尸体相关的次要渲染开销。
当前措施包括:
- 游戏处于性能压力状态时,关闭已缓存敌人对象的阴影。
- 在高负载场景下缩短尸体的保留时间。
- 限制同时处于活动状态的布娃娃数量。
- 性能恢复后,还原进入压力模式前记录的敌人阴影设置。
这些优化针对的是视觉与渲染开销,而不是敌人的战斗属性。也就是说 PTC 不会修改敌人的生命值、伤害、生成数据或关卡平衡。
植物园场景与动态雾气优化
在1.0.0版本更新中,PTC新增了对植物园场景与动态雾气变化的自适应性能优化。
当系统检测到持续高负载时,PTC会使用与敌人视觉优化相同的性能压力等级,对植物园场景中的高开销环境对象以及动态雾气效果进行动态降级,以降低复杂环境渲染和雾气变化产生的性能压力。
当性能恢复后,可恢复的环境与雾气视觉设置会重新回到正常状态,使低负载场景尽可能维持原有画面表现。
该功能只针对环境视觉效果与渲染开销,不会修改关卡结构、任务目标、敌人配置或任何实际游戏机制。
WindVolume 容量保护
GTFO 会为部分 WindVolume affector 使用原生固定容量缓冲区。在敌人极度密集或视觉效果数量异常庞大的场景中,参与调用的 affector 数量可能超过原始函数能够安全处理的范围。
PTC 会在执行原生固定容量操作之前,临时排除超出容量的 affector,并在 Finalizer 中将其恢复。
该机制旨在提高异常密集场景下的稳定性,同时不会永久删除或禁用受影响的对象。
尽管PTC目前没有办法解决一些其它的性能问题,如植物园场景/雾气动态变化带来的性能下降,在1.0.0版本更新中,PTC现在可以对植物园场景/雾气动态变化进行与对敌人同样方式的动态降级,来达到在高负载情况下降低性能压力的目的,在不同配置机器上,大量敌人在场的情况下,表现出了非常可观的性能提升,目前从RTX 2080到RTX 5080的机器上均使得75+敌人在场的场景下,帧数损失控制在2%以内。
如果你在使用中出现了任何问题,可以通过QQ群861074297或DC:KainKondraki联系我。
English Version
PerformanceTrafficControl (hereinafter referred to as PTC) is a lightweight performance framework designed to improve frame-time stability in GTFO during high-intensity combat, scenes with large numbers of simultaneously active enemies, Garden environments, dynamic fog changes, and visually demanding situations.
PTC uses adaptive performance pressure detection to dynamically adjust the rendering level of enemies currently reachable by the player, high-cost environmental objects in Garden areas, and dynamic fog effects. It also learns the FPS baseline that the current hardware can stably maintain during the present game session.
Under normal load, PTC preserves the original visual presentation as much as possible. Only after sustained performance pressure is detected does it begin progressively reducing secondary performance costs caused by enemy shadows, corpses and ragdolls, Garden environment rendering, and dynamic fog effects. Once performance recovers, visual settings that can be restored are returned to their normal state.
The current performance load is divided into three pressure levels:
- Normal
- High
- Critical
Pressure-level transitions use a hysteresis mechanism, preventing the Mod from repeatedly enabling or disabling optimization measures because of brief and harmless frame-time fluctuations.
The goal of this Mod is not simply to pursue the highest possible FPS number, but to reduce severe frame-time spikes and maintain smooth and responsive gameplay as much as possible when scene load rises abnormally.
Enemy Visual Load Optimization
When the system detects sustained performance pressure, the Mod reduces secondary rendering costs associated with enemies and corpses.
Current measures include:
- Disabling shadows on cached enemy objects while the game is under performance pressure.
- Shortening corpse persistence in high-load situations.
- Limiting the number of simultaneously active ragdolls.
- Restoring the enemy shadow settings recorded before entering pressure mode once performance recovers.
These optimizations target visual and rendering overhead, rather than enemy combat attributes. In other words, PTC does not modify enemy health, damage, spawn data, or level balance.
Garden Environment and Dynamic Fog Optimization
In the version 1.0.0 update, PTC added adaptive performance optimization for Garden environments and dynamic fog changes.
When sustained high load is detected, PTC uses the same performance-pressure levels applied to enemy visual optimization to dynamically downgrade high-cost environmental objects in Garden areas and dynamic fog effects. This reduces the performance pressure generated by complex environment rendering and changing fog conditions.
Once performance recovers, restorable environment and fog visual settings return to their normal state, allowing low-load scenes to preserve the original presentation as much as possible.
This feature only targets environmental visual effects and rendering overhead. It does not modify level geometry, objectives, enemy configurations, or any actual gameplay mechanics.
WindVolume Capacity Protection
GTFO uses a native fixed-capacity buffer for certain WindVolume affectors. In extremely dense enemy encounters or scenes containing unusually large numbers of visual effects, the number of affectors involved in the call may exceed the range that the original function can safely process.
Before executing the native fixed-capacity operation, PTC temporarily excludes affectors that exceed the capacity limit and restores them in the Finalizer.
This mechanism is intended to improve stability in unusually dense scenes without permanently deleting or disabling the affected objects.
PTC was previously unable to address certain other performance issues, such as performance drops caused by Garden environments or dynamic fog changes. In the version 1.0.0 update, PTC can now dynamically downgrade Garden environments and dynamic fog changes in the same way it handles enemies, reducing performance pressure under high-load conditions. Across machines with different hardware configurations, PTC has shown very substantial performance improvements when large numbers of enemies are present. On systems ranging from the RTX 2080 to the RTX 5080, FPS loss has remained within 2% in scenes containing more than 75 enemies.
If you encounter any problems while using the Mod, you can contact me through QQ group 861074297 or DC: KainKondraki.