Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
LittleLooneys LocalPerformance
Local FPS tuning for Schedule I 0.4.7 IL2CPP. Settings > Performance offers distance culling, render scale, shadow distance, LOD controls and a Balanced preset. Experimental; F6 comparison toggle.
| Last updated | 6 hours ago |
| Total downloads | 10 |
| Total rating | 0 |
| Categories | Tools Misc |
| Dependency string | LittleLooney-LittleLooneys_LocalPerformance-0.3.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
LittleLooney's Local Performance
An experimental, independent rendering mod for Schedule I 0.4.7f12 IL2CPP, built against MelonLoader 0.7.3. Each player can use it independently, alongside BiggerLobbies. No other player needs to install it.
Installation
Install MelonLoader 0.7.3, close the game, and copy Mods/ScheduleI.LocalPerformance.dll from the ZIP into the game's Mods folder. Do not replace BiggerLobbies with this DLL. Start the game once to generate preferences.
In-game configuration
Open Esc > Settings > Performance. The same category is available from the main menu's Settings screen.
Version 0.3.1 keeps the category tabs inside the original menu row. Use General or Graphics at the top of the Performance panel. Hover over a setting or button briefly to see its explanation in the help area below the controls. Render resolution means picture sharpness; Shadow range controls distant realtime shadows; Distant detail controls when simpler models appear. The help explains the effect on quality as well as performance.
- Click On/Off to enable the mod, logging or frame statistics.
- Use −/+ to adjust world distance in 25 m steps and extra visibility FOV in 5 degree steps.
- Click the comparison key to cycle through F6, F7, F8, F9 or None.
- Changes apply immediately. Save writes this mod's preferences to disk. Reset defaults applies the original defaults; click Save to keep them.
The controls use mouse input. Advanced layer exclusions remain configurable in the preferences file. F6 changes are also reflected when this tab is open. Saving failure appears in the panel and, if logging is enabled, in the MelonLoader log.
Defaults and configuration
Additional graphics optimization (0.3.0)
In the Performance tab, click Graphics, then Balanced preset. This enables the mod and its graphics overrides, using 200 m world distance, zero extra FOV, 85% render scale, 50 m realtime shadow distance and 75% LOD bias. Click Save to keep the preset. These are experimental starting values, not measured optimal settings for your hardware.
- Render resolution: 50–100%. Lower values reduce rendering resolution and soften the image. At 85% scale, the main render target has roughly 72% of the pixels of full scale. This does not imply a proportional FPS gain.
- Shadow range: 0–300 m. Smaller values reduce the range of realtime shadows; zero disables distance-based realtime shadows. Baked shadows and individual light behavior can differ.
- Distant detail: 25–100%. Smaller values select simpler existing LOD meshes earlier. Objects without LOD groups are unaffected.
- Restore graphics: turns off these three overrides, retaining world-camera distance culling. F6 disables both distance culling and graphics overrides for comparison.
Overrides are off by default. The preset preserves existing lower game settings. Changes to active quality/pipeline settings are detected and adopted as the new baseline. Leaving a loaded save, disabling the mod or unloading it restores owned runtime values. No graphics asset or game save is written by these overrides. Render scale applies to the local URP pipeline, so stacked cameras/effects can also be affected; this differs from the world-camera-only distance control. UI sharpness and effects need runtime verification.
Advanced configuration keys: EnableGraphicsOverrides=false, RenderScale=1.0, ShadowDistanceMeters=75.0, LODBias=1.0.
In UserData/MelonPreferences.cfg, find [LittleLooneysLocalPerformance].
| Setting | Default | Behavior |
|---|---|---|
| Enabled | true | Apply world-camera distance culling after the save finishes loading. |
| RenderDistanceMeters | 200 | Camera-centered spherical layer culling; clamped to 50–1000 m. Preserves existing shorter layer limits. |
| VisibilityPaddingDegrees | 0 | Optional 0–30 degree culling margin. Set 10 to use a 100-degree culling view with camera FOV 90. The displayed FOV remains unchanged. |
| ExcludedLayers | UI,ViewModel,Viewmodel,FirstPerson,Overlay | Comma-separated Unity layer names to leave at their original distances. |
| ToggleKey | F6 | Switch Enabled for the current session. Choose a different Input System key name if another mod uses F6. |
| EnableLogging | true | Camera configuration, toggle and rate-limited error messages. |
| LogFrameStatistics | false | Report mean FPS and 95th-percentile frame time every 30 seconds while in a loaded save, including when disabled. |
Edit the preferences file with the game closed, or use the Performance category while running. F6 offers an immediate comparison without restarting. Turning the mod off, leaving the save, changing the player camera or unloading the mod restores its owned camera settings. An externally changed distance is preserved when restoring.
What changes
Only the local player's world camera receives distance limits. The separate overlay camera is untouched. Unity performs the culling; this mod does not scan and disable every object each frame. NPCs, physics, networking, quests, phone deals and save data keep running through the existing game logic.
Objects beyond the chosen distance can visibly disappear, including distant scenery. This is a rendering tradeoff. Engine bounds and layer settings govern culling; 200 m is not a simulation or streaming boundary. Lowering the limit can help a rendering bottleneck but will not fix expensive AI, network updates or other mods. No FPS improvement has been measured yet.
The default visibility padding is zero because Unity already culls outside the camera view. Widening the culling view keeps more objects eligible and may cost performance. Padding is skipped for orthographic cameras or a detected existing custom culling matrix, and it yields if another system replaces its matrix. The game's projection, zoom and visible FOV remain unchanged.
Compare performance
Enable LogFrameStatistics, load a save and walk the same route for at least 30 seconds. Press F6, repeat the route and compare [LocalPerformance] Frame window messages in MelonLoader's log. Higher mean FPS and lower p95 frame time are desirable. Reports use the most recent 1800 frames and include CPU/GPU stalls; they are not GPU timings. Comparisons need similar weather, NPC counts and camera direction. Loading and menu transitions reset the window when the camera changes; toggling and distance changes also reset it.
Try 150 m if 200 m makes little difference; use 300–400 m if distant scenery popping is distracting. If a critical visual disappears, disable the mod and report the location, distance, log and other installed mods.
Validation
Built against the installed game assemblies with zero compiler warnings or errors. Forty offline checks cover distance bounds, preserving shorter limits, restoration ownership, optional FOV padding, frame-time percentiles and graphics override ownership. In-game visual compatibility, rendering-pipeline behavior and FPS gains require player testing. The optional Graphics page changes runtime render scale, shadow distance and LOD bias locally; occlusion assets and gameplay simulation are untouched.
Support: https://discord.gg/hYwV8NpRwZ