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RiskOfFrames
Performance for big modpacks: faster startup and less wasted CPU work in late-game fights. Works as host, solo and client (host doesn't need it).
By Drastic
CHANGELOG
Changelog
0.0.27
- New: Overload Mode. Below 30 FPS the game simulates at 30 Hz until it recovers. On by default in single player and when joining others; opt-in when hosting others. Heavy fights measured 32% faster (host/solo) and 20% (client).
- Fix: on clients, off-screen characters' animators were stopped completely, which could leave their hurtboxes with invalid positions (NaN collider errors, hits not landing). They now use the same culling as on the host.
- New: Offscreen Culling also pauses off-screen item models and limb IK.
- New: Graphics Jobs (Next Launch), opt-in.
- New: optional native helper library (
rof_native.dll). - Startup: Fast Post-Processing Init, Pause Garbage Collection During Startup, Prefetch Mod Asset Bundles, Faster System
Initializers, Draw Loading Screen Less Often, and other startup features (via the new
RiskOfFrames.Earlypatcher). - Fights: Merge Duplicate Sounds, Faster Target Searches, Lean Projectile Physics, Leaner Inventory Updates, Limit Catch-Up Spikes (replaces Cap Physics Catch-Up).
0.0.2
- New: Idle Sound Emitters (idle pooled sound emitters no longer update every frame) and Merge Duplicate Effects.
- New: Performance Log (frame rate and fight size every 30 s to
BepInEx/RiskOfFrames-perf.csv). - Projectile Per-Frame Updates: clients now also interpolate remote projectiles once per frame instead of every physics step.
- Fix: Uncapped Loading Screen now restores your real FPS cap and vsync after loading. Before, it re-applied the uncapped values, because the game's settings read the live engine value.
0.0.1
- First version: Batch Damage Numbers, Corpse Cleanup, Projectile Per-Frame Updates, CustomEmotesAPI Idle Cost, and opt-in Cap Physics Catch-Up.
- Startup: Uncapped Loading Screen, Faster Content Loading, Skip Splash And Intro.