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ValheimEnhancedEdition

Unofficial. More frames in big bases, looking and playing exactly like vanilla. Optional far view to the fog, now on dedicated servers too (install on the server).

CHANGELOG

1.1.1

  • Fix: far forests no longer show up out over the sea or in the wrong place. Far view's saved chunks were laid out by the merged-buildings cell size, but changing that size while playing (the setting, or perf tune trying sizes) never reset far view, so chunks saved meanwhile loaded shifted in later sessions. Saved chunks now carry where they belong and wrong ones are rebuilt, and far view starts over when the cell size changes. Existing caches heal by themselves.
  • Fix: felled trees and mined rocks leave far view. Their far copies are built again without them a couple of seconds later; at world load, far tree areas that changed since they were saved (felled while far view was off, or with an older version) are rebuilt once.
  • Far trees follow the live trees' look, so mods that change tree materials (Seasons' winter, for example) show in the distance too instead of summer-green copies.
  • Fix: a neighbouring piece no longer disappears for a second after you destroy, damage or hover a piece (reported on GTX 10xx and some AMD cards). Taking a piece out of its merged mesh now sends the area's whole index list to the graphics card, once a frame, instead of writing only the piece's part, which some drivers got wrong. New setting Merged buildings / IndexWrites: Full (default), Partial (the 1.1.0 way) or Rebuild.
  • Fix: with FarLands' far buildings on, your base stays merged when you come back from far away. When FarLands hides a zone's pieces for its distant copy, the merge now hands them over and takes them back when FarLands shows them again (works with FarLands 1.0.3 to 1.0.7). Before, they came back unmerged.
  • Far view uses far less graphics memory for distant buildings. On a big test base (Island Castle) far building meshes went from 345 MB to 51 MB, at the same frame rate. What can't be drawn from where you stand is released and read back before it is needed, and vertices on the card are smaller (20 bytes instead of 32).
  • Far view's graphics memory budget follows what your card has free instead of a flat share of the card, up to 512 MB on Low, 1.5 GB on Medium and 6 GB on High, and it gives memory back when the game needs more.
  • No increase in system memory use from these changes, measured at a big base and from a distance.
  • Existing far chunks are rebuilt once.

1.1.0

  • Far view on dedicated servers: with the mod on the server too, it sends the piece lists of distant areas (and terrain edits) to players with far view on, who build the far copies themselves. About 17 bytes a piece, at most about 64 KB/s per player while catching up; vanilla players are unaffected. Setting: Far builds / ServeClients (on).
  • Far view for very big worlds: distant cells keep only a stub once drawn, vertices take 32 bytes instead of 60, far chunks get a graphics-memory budget (released farthest first), the disk cache is capped at a tenth of free space (16 GB at most), and beyond 1.5 km only a coarse copy is kept. On a million-piece test world: memory flat at about 11 GB (was past 20 GB and climbing), allocation 6 MB/s (was 229).
  • New simplifier for distant buildings, Quadric (default): 68–80% fewer far triangles and 45–55% less graphics memory for them, at the same frame rate and with no visible difference. A quick Cluster copy shows first; the Quadric levels follow in the background at low priority. Far builds / Simplifier or perf simplifier cluster brings back the 1.0.1 method.
  • Far view presets: Far builds / Preset (Auto by default) picks reach, detail and graphics memory by your graphics card, processor and free memory: Low, Medium or High. perf preset switches it live.
  • Smoother loading: far view's own main-thread work is spread over frames, 1 ms at a time; its worst frames while a big world loads dropped from about 100 ms to about 50 ms. Less garbage while building far chunks.
  • Fog: distant bases are drawn to a little past the fog limit, so they disappear into thickening fog instead of popping out.
  • Debug views (public): perf viz pieces|cells|far|lod|foliage|off with a colour legend on screen, perf fps big, and a Debug views / CycleKey hotkey. With devcommands on, perfviz, perffps, perfsimplifier and perfpreset complete their choices with Tab.
  • Fixes: far view as a server client no longer leaves areas at the edge of its reach unbuilt (about 200 on a big world were fetched again every session); pieces exactly on an area's edge are no longer lost.
  • FarLands 1.0.3 and later draw far buildings of their own: switch them off ([Buildings] Enabled = false in ru.ivest.farlands.cfg), or bases are drawn twice. While they're on, the mod says so once per world (log, console, on screen); it never changes FarLands' settings.
  • Existing far caches are rebuilt once (new format).

1.0.1

  • Works with FarLands (Ivvty): far builds reach as far as FarLands draws land (up to 6 km), FarLands' forest replaces our far trees where it draws them, and our far terrain edits stand down while FarLands draws its own land.

1.0.0

  • First release of Valheim Enhanced Edition (unofficial, not affiliated with Iron Gate).
  • Merged buildings, faster object streaming, water, zone and terrain checks: more frames in big bases, with the game looking and playing as without the mod.
  • Console commands to compare live: perf fps, perf on / perf off, one feature at a time, and perf tune to find the fastest settings on your PC.
  • Far view (experimental, off by default): builds, terrain edits, trees, rocks and ships far beyond the normal range, as far as the fog allows. Single player and hosts. It goes idle while fog or mist hides everything past the loaded area (Mistlands, storms, night), and limits its own cost.
  • Client-side; works with or without it on the server and for other players.