RealView
Smooth, sharp BONELAB. Kills stutter and lag in modded games (smart GC, log-spam shield, broken-script guard, Lag Finder), frees memory from items you stopped using, Auto FPS tuner, sharper visuals, realistic colour. Made By Adam.RealView
Made By Adam
Smooth, sharp BONELAB. RealView goes after the things that make modded BONELAB stutter, holds your headset's frame rate automatically, and makes the image sharper and more natural when your PC has the headroom.
Everything is controlled in-game from BoneMenu → RealView. RealView never writes its values into BONELAB's own settings file: set Quality Mode to Off and the game's own settings are applied again.
Why modded BONELAB stutters (and what RealView does about it)
| Cause | What you notice | RealView fix |
|---|---|---|
| A broken modded item throws an error every frame | Constant low FPS that gets worse the longer you play | Broken Script Guard finds the broken script, names it in the menu, and stops its error flood (switching the script off is optional) |
| Mods and custom content flood the log with warnings and errors | Lower FPS, a Player.log file of hundreds of MB | Log Spam Shield rate-limits repeated messages before Unity captures stack traces and writes to disk |
| Garbage collection pauses | A hitch every few seconds | Smart GC keeps pauses small and does the big clean-up on loading screens |
| Spawning avatars, guns and maps with large textures | A hitch every time something spawns | Smooth Streaming spreads loading and texture uploads over frames during play and goes full speed on loading screens |
| Windows treating the game as a background app while your headset has focus | Random slowdowns | CPU Priority Boost (higher priority, no power throttling, 1 ms timer) |
| Graphics heavier than your GPU can hold | Constant reprojection | Auto quality tuner |
| One mod doing too much work | Low FPS only with certain mods | Lag Finder shows the cost of every mod |
| Everything you spawn stays in memory until the level changes | The game gets heavier the longer you play | Smart Cleaner removes items you have not used for a while and unloads their models, textures and sounds |
| Windows running out of memory (other programs open next to the game) | The game crashes, or the whole PC and SteamVR freeze | Memory Guard warns in the headset first and names the programs using the memory |
Quality modes
| Mode | What it does |
|---|---|
| Auto (default) | Holds your headset's refresh rate. Steps quality down when frames drop, tries stepping up after a clean stretch, and learns which tier your PC can hold. If lowering graphics does not help (the CPU is the bottleneck), it puts quality back and says CPU-limited instead of blurring your game for nothing. |
| Performance / Balanced / Quality / Ultra / Extreme | Fixed presets. Extreme supersamples at 140% for the sharpest image. |
| Custom | Your own values from Custom Graphics. |
| Off | The game's own settings, untouched. |
The Auto ladder is: Potato → Performance → Low → Balanced → Quality → Ultra → Extreme. You can limit it with Lowest Tier and Highest Tier, and Lock Resolution stops Auto from changing render scale and MSAA.
Sharper and more realistic
- Supersampling presets: render scale up to 200%.
- 16x anisotropic filtering: floors and walls stay sharp at an angle, almost free.
- Texture sharpness: surfaces stay crisp at a distance.
- Look & Color: Natural (real-camera contrast and colour), Vivid, Cinematic (filmic ACES), Warm, Cool, or Custom (exposure, contrast, saturation, white balance, vignette, tonemapper) with a strength slider. The level's own lighting, fog and bloom are kept.
- Sharpen (experimental, off by default): under Look & Color. Sharpens the picture with the upscaler that is already built into the game's renderer (FSR 1.0), so a lower render scale looks closer to full resolution. It costs a little GPU time. It was tested on the desktop view only, not in a headset, so switching it on starts a 20 second trial: press Yes if the picture looks right in both eyes, otherwise it switches itself off. If you ever need to switch it off by hand, set
Sharpen = falseinUserData/MelonPreferences.cfg.
Shadows & Reflections
BONELAB already contains the two effects people usually add with ReShade: ambient occlusion (soft shadows where objects meet the floor and walls) and screen-space reflections. They are built for VR and render correctly in both eyes, which injected depth effects often do not. The lighter quality modes switch them off. RealView → Shadows & Reflections lays them back over any quality mode, a little at a time:
| Option | What it does | Cost per frame* |
|---|---|---|
| Sharp Shadows | A 4096 shadow map in every mode: crisper shadow edges | 0 to 0.5 ms |
| Far Shadows | Shadows reach 50 m instead of 25 m in the lighter modes | about the same |
| Ambient Shadows | Lite (subtle) or Full (the game's normal strength), with a strength slider | 1 to 2.5 ms |
| Reflections | Lite (the game's low level) or Full (its medium level) | 1 to 2 ms |
* Measured on the desktop view at a headset-like resolution on one PC, not in a headset, and the numbers changed from run to run, so read them as a range. A 90 Hz frame has 11 ms and a 120 Hz frame 8 ms, so the two effects together are a real part of a frame. Lite and Full cost about the same; the difference is how strong they look. What Does It Cost? in the menu shows the same numbers.
- Everything on this page is off by default. Switch on what you like and look at the result.
- Smart Budget (on by default) watches for missed frames. It pauses ambient shadows first and reflections second, tells you, and brings them back after a clean stretch. With Auto quality, the extras are given up before any quality tier and come back once the tiers are as high as your PC holds.
- The extras only add. A mode that already has ambient occlusion or reflections (Quality and above) keeps its own.
- Quality Mode Off switches the whole page off, like everything else RealView does to graphics.
Lag Finder
Open RealView → Lag Finder, press Start and play normally for a minute. Every installed mod is listed with its average and peak milliseconds per frame. Press a mod to see which of its callbacks cost the most. Deep Scan (off by default) also times mods' Harmony patches and their own scripts. Timing is added a few mods at a time, so pressing Start does not cause a hitch. Save Report File writes a full report to UserData/RealView/.
At 90 Hz you have 11.1 ms per frame for everything. A mod using more than 1 to 2 ms is worth testing without.
Performance HUD
Performance HUD shows FPS, 1% lows, frame and GPU time, the active tier, hitches per minute with their most likely cause, and the heaviest mod. You can put it on your left wrist, your right wrist, or in view.
Smart Cleaner
Every gun, prop and NPC you spawn stays in memory until the level changes, together with its model, textures and sounds. In a long sandbox session that adds up to gigabytes, and the game gets slower and closer to running out of memory. The Smart Cleaner (on by default) gives that memory back in three steps:
- An item you have not held, holstered or stood next to for 20 minutes is removed, and only while you are not looking at it.
- The spare copies the game keeps of it for reuse are destroyed.
- When no copy is left, its model, textures and sounds are unloaded. In a test, one modded NPC gave back about 100 MB. Spawn it again and it loads again, like the first time.
What it never touches:
- anything you hold, anything in a holster, the seat you sit in, and anything within 3 m of you (measured to the item's edge, so a vehicle or platform you stand on counts);
- anything attached to something else (a magazine in a gun, things joined with the constrainer);
- everything the level itself placed, dead NPCs included, unless you turn on Include Map Items;
- effects, decals and sounds, which the game reuses constantly.
Details:
- Unused For (minutes) sets the wait, from 10 to 60. Loose magazines and dead NPCs go four times sooner.
- Far Items Go Sooner (on by default): an unused item more than 40 m away from you was left behind, not put down, so it waits half as long.
- Time with the game paused or the headset off does not count, so nothing is cleaned up while you are away.
- When memory is low the wait is halved; when it is almost gone it is a quarter.
- Unloading a big item can cost a few frames, so it waits for a moment your head is still, or for the game to be paused, and big unloads are spaced well apart. Only when memory is almost gone does it stop waiting.
- Clean Now removes what has gone unused for a quarter of the wait straight away (still never what you hold or look at).
- In a Fusion multiplayer session items are not removed, because the server owns them. Spare copies and unused assets are still freed.
- Live Stats shows BONELAB's own memory, how fast it grows per hour and its peak.
Memory Guard and crash reports
Modded BONELAB needs several GB of memory. On a 16 GB PC, a few big programs left open (a game editor, Blender, many browser tabs, a recorder) can use most of it, and then BONELAB crashes with Unity's "System out of memory!", or Windows starts paging so hard that the game, SteamVR and the desktop all freeze.
Memory Guard (on by default, in Tools) checks Windows memory every two seconds:
- When memory runs low, a headset notification names the programs holding the most memory, for example "Low memory (0.9 GB free · 93% used). Close RobloxStudioBeta 9.3 GB, blender 3.0 GB or BONELAB may crash."
- The warning says what the risk is: a crash when Windows' memory limit is close, stutter when only RAM is full. A short dip while a level loads is not reported.
- While memory is low, the Smart Cleaner works faster. Only when memory is almost gone does RealView itself run lighter: normal process priority (so Windows and SteamVR stay responsive) and the game's own upload and loading settings, and it hands the mods' spare .NET memory back to Windows. Full smoothing comes back once memory has recovered.
- Windows, antivirus, Steam and your VR runtime or streaming app are never suggested for closing.
- Live Stats and the HUD show the memory state, so you can watch it while you close things.
A crash itself cannot be caught from inside a game. RealView leaves a small note in UserData/RealView/session.txt while you play, and at the next launch it reads that note and the end of the game's previous log. Once you are in, it tells you what happened (Windows ran out of memory, a crash inside a named module, or the game froze or was closed from outside) and which programs to close if memory was the cause. Press Tools → Last session for the details, including the memory state just before. A crash that happens only while the game is closing, after a normal quit, is written to the log without a popup.
Settings
Everything in BoneMenu is also in UserData/MelonPreferences.cfg under [RealView], with a description for each entry. Tools → Reset RealView Settings restores the defaults.
Compatibility
- Requires BoneLib. Works with Fusion and the usual BoneLib mods. In a Fusion session the Smart Cleaner does not remove items.
- If another graphics mod also changes the same settings, use only one of them, or set RealView's Quality Mode to Off and keep its Smoothing features.
- While RealView manages graphics, changes in the game's own graphics menu are saved as your settings but RealView's values stay active. Set Quality Mode to Off to use the game menu directly.
FAQ
Will it make BONELAB look like real life? No mod can do that. RealView makes the image noticeably sharper and cleaner and gives it a more natural, camera-like colour, within what your PC can hold.
What does the Broken Script Guard do to my mods? By default nothing is switched off: it finds scripts that throw an error every frame, lists them under Log Shield, and stops their error flood from costing frame time. If you turn on Smoothness → Switch Off Broken Scripts, it also disables the broken script itself (never anything on your player or in the game's own systems). Log Shield → Turn Broken Scripts Back On reverses that.
Is this ReShade? No. ReShade is a separate program that hooks into the graphics driver; it cannot be packed inside a mod, and its depth effects are heavy and often wrong in VR. RealView uses the two effects of that kind the game already has (ambient occlusion and reflections), made for VR, and adds a budget that pauses them when frames are missed. See Shadows & Reflections.
Far away objects disappear or lose detail. Is that RealView? That is the game: it hides and simplifies distant objects to save frames, and RealView's quality modes only set how far away that starts (Detail Distance under Custom Graphics; the lighter modes use a shorter distance). Nothing is deleted by it. The Smart Cleaner is different: it removes spawned items you have not used for a long time, and items far away go in half the time.
An item I left somewhere is gone. Why? The Smart Cleaner removed it because you had not used it for the time set under Smart Cleaner → Unused For. A notification says so when it happens. Raise the time, or switch the Smart Cleaner off, if you want everything to stay.
My PC froze and SteamVR showed an error. Was it RealView? Look at Tools → Last session after the next launch, or at MelonLoader/Latest.log. If it says Windows ran out of memory, close the programs it names before playing. More RAM or a larger page file also helps.
Where do I report problems? Use Tools → Write Diagnostics To Log, then send MelonLoader/Latest.log.
Made By Adam.
