Fractal Softworks Forum

Starsector => Mods => Topic started by: tomatopaste on September 13, 2021, 02:13:19 PM

Title: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: tomatopaste on September 13, 2021, 02:13:19 PM
Fast Engine Rendering v1.1.2

(https://img.shields.io/github/downloads/automatopaste/fast-engine-rendering/v1.1.2/total?label=Download_v1.1.2) (https://github.com/automatopaste/fast-engine-rendering/releases/download/v1.1.2/FastEngineRendering_v1.1.2.zip)

Uses modern OpenGL rendering techniques to efficiently render custom engine plumes. The purpose of this mod is a performance boost, taking better advantage of GPU horsepower. The performance boost is found by using a single batch call to render plumes in a single operation, avoiding the lengthy frame time that vanilla uses to render engine plumes iteratively with fixed function rendering.

Requires a GPU that supports OpenGL 3.3

Features:
- Replace SHIP (and fighter) engine plumes and glows with a fast instanced renderer. Moderate testing suggests a ~25% increase in performance in large battles with many fighter/ships, your mileage may vary.
- Crisp and smooth engine visual

Caveats:
- Does not affect missile engines, they will still use vanilla behaviour.

v1.1.2
-visual improvements
(full changelog in mod folder)

Vanilla
(https://i.imgur.com/TyT1tf8.png)(https://i.imgur.com/YYBk8n6.png)



FER
(https://i.imgur.com/JvzpC75.png)(https://i.imgur.com/prjk0Zm.png)
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: dcong89 on September 14, 2021, 07:47:28 AM
keep up wonderful work ,my commander , i will try every mods you made !
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: tomatopaste on September 15, 2021, 12:22:40 AM
Small update fixing memory leak and engine flameouts.
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: BreenBB on September 15, 2021, 12:52:02 AM
Game definitely needs more mods like this.

Also small offtop, interesting how work on Pearson Exotronics are goes?
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: tomatopaste on September 15, 2021, 06:30:46 AM
Game definitely needs more mods like this.

Also small offtop, interesting how work on Pearson Exotronics are goes?

will release sometime :)
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Thaago on September 15, 2021, 09:15:38 AM
This is fantastic - lets see how it works on my AMD graphics card with its poor openGL performance...
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Nick XR on September 15, 2021, 09:17:46 AM
Super impressive.
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Kulverstukass on September 15, 2021, 01:17:00 PM
This is invaluable, thank you very much!
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Kadatherion on September 16, 2021, 02:30:18 AM
Sorry for the dumb question, but what does "any other modded effects will not take effect" mean exactly? Will modded effects just still use the vanilla rendering, so they aren't covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Helldiver on September 16, 2021, 05:55:15 AM
Sorry for the dumb question, but what does "any other modded effects will not take effect" mean exactly? Will modded effects just still use the vanilla rendering, so they aren't covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?

They stop working at all (for example the Xhan Occuklop's engine system's green flares no longer appear).
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: tomatopaste on September 16, 2021, 07:53:47 AM
Sorry for the dumb question, but what does "any other modded effects will not take effect" mean exactly? Will modded effects just still use the vanilla rendering, so they aren't covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?

There is no API method to detect if an engine is fading to another colour at a particular point in time. I am fully aware of how the game does it, it is just not accesible to mod scripts.

In the situation of a mod script attempting to change the engine colour, the FER flare will simply not change colour. Otherwise it will behave as expected, such as changing in size, depending on the system.
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Kadatherion on September 16, 2021, 06:30:03 PM
I see, thanks for clarifying. Guess I'm skipping this then on my desktop, since luckily I get solid fps and I do indeed play with a few ships with modded systems that are supposed to change their engine colours. But I'll be sure to give it a try next time I'm on my potato laptop :)
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: TimeDiver on September 18, 2021, 11:20:01 PM
Is there any reason why this mod isn't flagged as "utility: true" in mod_info.json?

If so, then removing the mod (once a save game is created with it enabled) isn't an option?
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Raio_Verusia on September 19, 2021, 12:36:34 AM
Is there any reason why this mod isn't flagged as "utility: true" in mod_info.json?

If so, then removing the mod (once a save game is created with it enabled) isn't an option?

I would like an answer to this as well.
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: pairedeciseaux on September 19, 2021, 05:40:38 AM
Has anyone had success running this mod on macOS?  :)

I have tried, but it fails.

The short story is: it looks like it is impossible because of chicken & egg issue related to Starsector relying on old OpenGL features, the mod relying on newer OpenGL / GLSLang features, macOS requiring software to select newer OpenGL profile for newer features... and macOS not allowing to mix older and new features anyway. Please note I don't know what I am talking about.

Long story:
Spoiler
Starsector log:

11898 [Thread-3] INFO  com.fs.starfarer.launcher.ModManager  - Saving enabled mod list [fast_engine_rendering|lw_lazylib]
12987 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
12987 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  -     Fast Engine Rendering [id: fast_engine_rendering] [version 1.0.3] (from /Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/FastEngineRendering)
12987 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  -     LazyLib [id: lw_lazylib] [version 2.6] (from /Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/LazyLib)
12990 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  - Mod list finished
12990 [Thread-4] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
12990 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
12996 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/FastEngineRendering (data/config/settings.json)]

[...]

22397 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/hound/hound_luddic_church.png (using cast)
22423 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/stations/module_medium_pd1.png (using cast)
22438 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/mercury/mercury_substandard.png (using cast)
22450 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
22614 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/FastEngineRendering]
22614 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
22619 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [mod_info.json]
22620 [Thread-4] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.6, built for Starsector 0.95a-RC8
22631 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
22652 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
22653 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
23104 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error creating vertex shader
ERROR: 0:1: '' :  version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error

java.lang.RuntimeException: Error creating vertex shader
ERROR: 0:1: '' :  version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error

   at data.scripts.shaders.util.fer_ShaderProgram.createVertexShader(fer_ShaderProgram.java:26)
   at data.scripts.shaders.fer_EngineFlareShader.<init>(fer_EngineFlareShader.java:48)
   at data.scripts.plugins.fer_CombatEffectsPlugin.init(fer_CombatEffectsPlugin.java:14)
   at com.fs.starfarer.title.C.OO0O$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.รต00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)


-----

Fast Engine Rendering mod uses GLSLang 3.30

   https://github.com/automatopaste/fast-engine-rendering/blob/main/data/shaders/engineflare.vert
   https://github.com/automatopaste/fast-engine-rendering/blob/main/data/shaders/engineflare.frag

For reference, ShaderLib / GraphicsLib mod uses GLSLang 1.10

   https://bitbucket.org/DarkRevenant/graphicslib/src/master/src/data/shaders/lights/lights.vert
   https://bitbucket.org/DarkRevenant/graphicslib/src/master/src/data/shaders/lights/lights.frag

Using GLSLang 3.30 on macOS requires explicitly choosing the appropriate OpenGL profile

   https://github.com/KogeLabs/Ockero/issues/4
   https://github.com/KogeLabs/Ockero/commit/2bcacaa5b22f9b83998641dd6ce108a14e53e7c6
   https://stackoverflow.com/questions/20931528/shader-cant-be-compiled/20932820#20932820

LWJGL 2 - choosing OpenGL profile

   http://forum.lwjgl.org/index.php?topic=5777.0

StarSector is built on the OpenGL Fixed Function Pipeline, according to several messages posted by Alex on the forum

   https://fractalsoftworks.com/forum/index.php?topic=4106.msg68565#msg68565
   https://fractalsoftworks.com/forum/index.php?topic=7677.msg127142#msg127142
   https://fractalsoftworks.com/forum/index.php?topic=7677.msg127158#msg127158
   https://fractalsoftworks.com/forum/index.php?topic=22480.msg339117#msg339117

Fixed Function Pipeline removed from OpenGL 3.1 and above

   https://www.khronos.org/opengl/wiki/Fixed_Function_Pipeline

On macOS, software can use either OpenGL 2.1 features or OpenGL 3.2+ features, software can't use both together

   https://www.khronos.org/opengl/wiki/OpenGL_Context - see "Platform Issue (MacOSX)"

   (so my understanding is you can't have both Fixed Function Pipeline and GLSLang 3.30 working together on macOS)

GLSLang specifications, for reference

   https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf
   https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.3.30.pdf
[close]
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Szasz on September 19, 2021, 07:40:07 AM
Title baited me here and left awed because apparently people have fps problems in battles, not in adventure mode.
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Alex on September 19, 2021, 01:23:42 PM
There is no API method to detect if an engine is fading to another colour at a particular point in time. I am fully aware of how the game does it, it is just not accesible to mod scripts.

In the situation of a mod script attempting to change the engine colour, the FER flare will simply not change colour. Otherwise it will behave as expected, such as changing in size, depending on the system.

Just added to ShipEngineControllerAPI: ColorShifterAPI getFlameColorShifter(). Does that seem like it should cover what you need?

(Very nice work, btw!)
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: tomatopaste on September 19, 2021, 04:45:56 PM
There is no API method to detect if an engine is fading to another colour at a particular point in time. I am fully aware of how the game does it, it is just not accesible to mod scripts.

In the situation of a mod script attempting to change the engine colour, the FER flare will simply not change colour. Otherwise it will behave as expected, such as changing in size, depending on the system.

Just added to ShipEngineControllerAPI: ColorShifterAPI getFlameColorShifter(). Does that seem like it should cover what you need?

(Very nice work, btw!)

:O

Yes, thank you!
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: Alex on September 19, 2021, 06:29:25 PM
Excellent :D
Title: Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
Post by: tomatopaste on September 19, 2021, 06:40:54 PM
Fast Engine Rendering v1.1.0

v1.1.0
-updated shader code to optimised versions from Jon Micheelsen
-tweaked glow visuals
-fixed bugs with system activated engines for good hopefully
-reload engine data with F8
-fixed bug with force override setting
-enabled utility flag

Download in OP.
Title: Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
Post by: TMPhoenix on September 20, 2021, 11:27:51 AM
It seems the download, and in fact your entire repository for this mod is gone from github... Or maybe just set to private?
Title: Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
Post by: SirHartley on September 20, 2021, 12:48:14 PM
Tomatopaste had a slight falling out with moderation on discord and decided to set his repos to private for now. This affects all of his published mods.
He might be back at some later point - for now, his works are inaccessible.

Edit - the mods are accessible again, thank you Tomato!
Title: Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
Post by: Thaago on September 22, 2021, 03:16:03 PM
Been playing with this mod and it does improve performance on my system quite a bit! I think I've stumbled across a rare crash:

I recently experienced a CTD in combat with no java error message, but it did generate an hs_err_pid file (attached) with:
Code
data.scripts.shaders.fer_EngineFlareShader.getFlare(Lcom/fs/starfarer/api/combat/ShipEngineControllerAPI$ShipEngineAPI;)Ldata/scripts/shaders/fer_EngineFlareAPI; (77 bytes) @ 0x0000000002d83276 [0x0000000002d82d00+0x576]
It seems that Fast Engine Rendering (fer) might be the culprit? I've been playing with it for a few hours now and this is the first crash.

Mod list:
Spoiler
  "chatter" (combat chatter),
  "lw_console",
  "DetailedCombatResults",
  "fast_engine_rendering",
  "lw_lazylib",
  "MagicLib",
  "TAR" (simulator targets)
[close]

Log end (though its not very informative in this case):
Spoiler
5313194 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
5313194 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
5315620 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
5316632 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [faction_pirate_encounter_02_hostile.ogg]
5316697 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
5316697 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
5327532 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Black Swan, isEnemy 0
5327532 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Alisanos, isEnemy 0
5327532 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Venusean, isEnemy 0
5327532 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Coatlicue, isEnemy 0
5327532 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Griffin, isEnemy 0
5327533 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
5327533 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Old Earth Or Bust, isEnemy 0
5328431 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
5328431 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
[close]

Graphics card is an RX580 (AMD) and processor is a Ryzen 1600, Windows 10.

[attachment deleted by admin]
Title: Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
Post by: BreenBB on October 12, 2021, 12:06:50 AM
Do you have plans making something like that for other effects? I found what all these jitter effects badly affects performance too, especially when they applied to fighters like Targeting Feed does, big battles with alot of fighters is just turn battles into crawl.

Also about graphic features, interesting how about idea to overlay color on ship or weapon sprites using masks? Like many multiplayer games do with skins, instead of premade textures of ships with different color they overlay its on top of the texture, main plus is what that uses much less resources, and still its good idea to make all ships in player fleet match each other.
Title: Re: [0.95a-RC15] Fast Engine Rendering v1.1.0 - Combat FPS Booster
Post by: Zalpha on December 04, 2021, 05:59:18 AM
I doubt anyone looking to use this mod would be looking at this comment but I was wondering if my old laptops card could use this. This is the info I found and I can use it. OpenGL 3.3 Release date: March 11, 2010, my graphics card is from the GeForce 100 series first released in March 2009 but it has support for OpenGL 3.3 so I can use it. You can use this as a basis for where or not you graphics card can support this mod. 

Thanks for the mod.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.1 - Combat FPS Booster
Post by: tomatopaste on December 26, 2021, 01:02:09 AM
Minor update:
v1.1.1
-use smooth engine colour transition
-visual effects tweaks
-update to latest game version
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.1 - Combat FPS Booster
Post by: Mr_8000 on December 26, 2021, 05:13:26 PM
After enabling this mod, engine plumes seem to have grown in both size and brightness, has anyone else had this? It ends up being quite distracting.
Here are a few images for comparison:
Vanilla
Spoiler
(https://i.imgur.com/DiHpTKM.png)(https://i.imgur.com/yny8EBY.png)
[close]

FER
Spoiler
(https://i.imgur.com/3rOaj2y.png)(https://i.imgur.com/E81dfUP.png)
[close]

FER again, except in combat, the large remnant vessel is almost half engine plume
Spoiler
(https://i.imgur.com/M2RbOP7.png)(https://i.imgur.com/OXSDzOp.png)
[close]
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.1 - Combat FPS Booster
Post by: tomatopaste on December 26, 2021, 05:58:26 PM
After enabling this mod, engine plumes seem to have grown in both size and brightness, has anyone else had this? It ends up being quite distracting.
Here are a few images for comparison:
Vanilla
Spoiler
(https://i.imgur.com/DiHpTKM.png)(https://i.imgur.com/yny8EBY.png)
[close]

FER
Spoiler
(https://i.imgur.com/3rOaj2y.png)(https://i.imgur.com/E81dfUP.png)
[close]

FER again, except in combat, the large remnant vessel is almost half engine plume
Spoiler
(https://i.imgur.com/M2RbOP7.png)(https://i.imgur.com/OXSDzOp.png)
[close]

... whoops, that's an oopsie, I was trying to improve the visuals on low tech flares but obviously neglected to double check the effects on ships with larger engine flares. I'll release a patch soon with those tuned down. Thanks for bringing it up :)
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: tomatopaste on December 26, 2021, 06:55:30 PM
Minor update:
-visual improvements
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Nick XR on December 26, 2021, 09:49:26 PM
Thanks tomatopaste, this along with JVM8 has done wonders for my performance.  This is a huge boon to the community!
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: ApolloStarsector on December 27, 2021, 02:29:40 PM
Is this compatible / dependent on graphicslib or anything like that? Apologies if I missed it.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: tomatopaste on December 27, 2021, 07:49:50 PM
Is this compatible / dependent on graphicslib or anything like that? Apologies if I missed it.
Is compatible, completely independent.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Mr_8000 on September 04, 2022, 10:52:07 AM
There appears to be an issue when engines are located on modules that move independently:
Spoiler
(https://i.imgur.com/AmLD8t6.png)
[close]
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: NikoTheGuyDude on October 26, 2022, 07:17:52 PM
I just want to say that this mod is literally fantastic and singlehandedly makes most battles playable for me.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: SpaceBlender on May 12, 2023, 01:08:43 PM
For anyone wondering, it is still working as of date with 0.96R8.
Just change the game version to the current one in the mod_info.json file.

Burn bright fellow spacers!
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: BloodW0lf on November 11, 2023, 07:01:49 PM
amazing mod thank you
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: INH_Raider on January 30, 2024, 12:35:06 PM
so I've downloaded the mod updated the version text in modinfo.json but its still saying the mod is failing to load is this just out of date or I have i done something wrong???
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Purple Nebula on February 17, 2024, 07:47:02 AM
so I've downloaded the mod updated the version text in modinfo.json but its still saying the mod is failing to load is this just out of date or I have i done something wrong???
Make sure to change the "gameVersion" to "0.97a-RC7". I just did it and it seems to work fine, loads fine, etc.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Wispborne on June 18, 2024, 12:11:18 PM
Worth noting that if you don't have a dedicated GPU (ie you have an iGPU/integrated GPU/no GPU), then this mod may not help with performance and may (?) decrease it.

(https://i.imgur.com/fKCv53R.png)


It's an old mod, but it is still brought up as a performance booster.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: StriderGunship on September 07, 2024, 04:36:42 AM
Is it safe to remove in case it causes any issues?
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Cy on October 18, 2024, 08:27:10 AM
Will this be updated to [0.97a-RC11]?
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: Brainwright on October 18, 2024, 12:13:37 PM
Is it safe to remove in case it causes any issues?

Yes, the only things that break the game add world content that saves will have to reference.
Title: Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
Post by: (REDACTED) on April 14, 2025, 04:00:23 PM
Worth noting that if you don't have a dedicated GPU (ie you have an iGPU/integrated GPU/no GPU), then this mod may not help with performance and may (?) decrease it.

(https://i.imgur.com/fKCv53R.png)


It's an old mod, but it is still brought up as a performance booster.
My laptop has a dedicated GPU but it's ancient(made in 2009 IIRC), will report whether this helps with performance on such an old GPU or not later

Addition: Seems to have minimal impact, good or bad, with my computer's ancient hardware.