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ValheimPerformanceOptimizations
Rendering, logic and loading time optimizations for Valheim
| Date uploaded | 5 years ago |
| Version | 0.3.0 |
| Download link | ontrigger-ValheimPerformanceOptimizations-0.3.0.zip |
| Downloads | 636 |
| Dependency string | ontrigger-ValheimPerformanceOptimizations-0.3.0 |
README
ValheimPerformanceOptimizations
Rendering, logic, and loading time optimizations for Valheim.
Stats
- 5-10 ms faster GPU render times in bases (3 fps without the mod -> 15 fps with)
- General game stability improvements - less stutters in bases
- Up to 20 second faster world loading times (excluding the first launch)
- General game logic performance improvements (no concrete data on framerates)
Contributors
- ontrigger
- MSchmoecker
CHANGELOG
Changes in 1.2.2
- Speculative fix for reflection probe flickering
Changes in 1.2.1
- Added Linux support
Changes in 1.2.0
- Improved GetZoneLocation performance; -10ms on Blue Hills
Changes in 1.1.0
- Added support for the Deep North update
Changes in 1.0.3
- Added compatibility with Badgers HD Terrain 2.0
Changes in 1.0.2
- New physics patch that saves ~50kb of allocations per frame
Changes in 1.0.1
- Fixed certain objects being erroneously marked as transparent, causing them to fall through the floor
Changes in 1.0.0
Major rewrite for current Valheim:
- Rewritten ZNetScene object streaming - no per-frame overhead when creating/destroying world objects when not needed
- Burst-accelerated water wave jobs - cheaper wave math for floaters, fish, and surface queries
- Burst terrain vertex color generation with fewer Color[] allocations
- Modernized threaded terrain collision baking - less hitching while exploring
- ZSFX optimizations for audiosources that keep playing while outside audible range
- Light flicker culling - skip expensive flicker updates for point lights outside the camera
- WearNTear support caching - slightly lower structural integrity CPU cost in large bases
- Time-sliced reflection renderer - render cubemap faces over multiple frames
- Prefab/particle cleanup - fire particles no longer render outside view frustum
- Faster server-side ZDO ownership release scans
- VisEquipment ZDO int caching and BinarySearchDictionary allocation fix
Changes in 0.7.6
- Fixed conflict with SharedMap
- Fixed pickable objects sometimes not visually appearing as regrown
- Fixed camps never respawning enemies within them
Changes in 0.7.5
- Jotunn is no longer required to use the mod
- Fixed more EffectArea errors
Changes in 0.7.4
- Fixed crazy spawnrates
- Fixed being unable to breed animals
- ValheimRaft compatibility (at the cost of performance)
- Fix errors after logging out/quitting
Changes in 0.7.3
- Another attempt at fixing the roof checks
Changes in 0.7.2
- Fixed the 'Collection was modified' error
- Potential fix for leaking roofs
Changes in 0.7.1
- Fixed snow storm particles appearing inside buildings
- Fixed being unable to sleep
- Fixed other related AOE effects not working
Changes in 0.7
- Optimizations for structural integrity
- New object pooling system for build pieces - less lag when entering bases
- New smoke rendering solution - less lag rendering smoke puffs
- Snow storms no longer tank fps
- Fixed grass not appearing in the main menu
- Fixed objects spawning at 0 0
Changes in 0.6.1
- Fixed an incompatibility with BetterWards causing mobs inside the ward radius to flee
- Fixed the GPU being invoked on the server causing an exception at startup
Changes in 0.6.0
- Optimized rendering of build pieces with straw materials
- Rewrote the threaded terrain collision baking to use all cores (enable it in the config)
- Fixed incompatibility with ValheimRAFT
- Fixed crash when only terrain collision baking was enabled
Changes in 0.5.2
- Fixed certain objects respawning upon relog
Changes in 0.5.1
- Fixed certain objects disappearing
Changes in 0.5.0
- Object pooling makes loading vegetation in new and old chunks much smoother
Changes in 0.4.2
- Fixed incompatibility with EpicLoot
Changes in 0.4.1
- Fixed optimized terrain disappearing upon relogging
Changes in 0.4.0
- Threaded terrain collision generation
- Threaded world loading
- Smoke rendering performance improvements
- Small memory allocation and performance improvements for chunk generation
Changes in 0.3.1
- Fixed multiple crashes caused by logging out and back in into any world
- Tiny performance improvement for comfort level calculation
Changes in 0.3.0
- First public release