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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.Early patcher).
  • 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.