GK2 Performance
Frame-rate options for Graveyard Keeper 2 in the game's Settings menu: shadows fitted to the camera, pixel-art world resolution, half-resolution ambient shading, cheaper lamps, and an FPS counter.GK2 Performance
Frame-rate options for Graveyard Keeper 2 (version 1.010), added to the game's own Settings menu under Graphics. Every option starts at Game (what the Graphics preset picks), so installing it changes nothing until you choose something. The options work with any preset: for example High with Fitted shadows. Hover over the ? beside an option's name for what it does.
The options
Shadows
- Game: the preset's shadows. On PC they reach 3000 units, though the camera only shows about 20.
- Fitted: the same soft shadows, reaching only as far as the camera shows. Should be faster and sharper.
- Console: the shadows the PS5 and Xbox Series versions use: simpler soft shadows, no lamp shadows.
- Hard: hard-edged shadows.
- Off: no shadows.
World resolution
- Game: Full on High, Medium and Low; Pixel art on Lowest.
- Full: the world drawn at your screen's full resolution.
- Pixel art: the world drawn at the game's pixel size and scaled up (a quarter of the pixels at 1080p, a sixteenth at 4K). The biggest saving for weaker graphics cards. As on Lowest, the camera follows you rigidly and the water is the simpler kind.
Pixel snapping: Game snaps the camera and your character to whole screen pixels, so the world moves in uneven pixel steps when you walk. Off lets them move smoothly between pixels: even scrolling, though pixel-art edges may shimmer a little while moving. Only with Full world resolution (Pixel art draws on the pixel grid anyway).
Ambient shading (the soft darkening in corners and under things): Game, Half res (same look, worked out at half resolution), Low, Off.
Lamps (torches, candles and other lights): Game, Real, No shadows (real lights that cast no shadows), Nearest (real lights, only the few nearest you with shadows), Faked (painted into a texture, cheaper).
FPS counter: frame rate and frame time in the top-right corner, to compare the options, and under it what the frames cost (draw batches, shadow casters, memory per frame; CPU and graphics card time when the game keeps them).
What helps the most
Measured on one PC (RTX 3070, 2560x1440 fullscreen, the Medium preset) in the village, the busiest place, each option on its own. Your PC will differ, but the pattern is a good start:
- At night the lamps are the big cost. Lamps: Faked nearly doubled the frame rate (+80%); it's most of what
the Low preset saves. Lamps: No shadows and Shadows: Console each gave about +17%, and
LampLightsPerObject = 2about +11%. Lamps: Nearest only +5% (the lamps that cost are the ones on screen, which are the nearest anyway). - By day: Shadows: Off +22%, Ambient shading: Off +10%, Hard or Console shadows about +7%, Pixel art about +6%.
- The High preset was about 15% slower than Medium. Fitted shadows made little difference on this PC.
- A weaker graphics card, or a 4K screen, should gain more from Pixel art and Ambient shading.
A good pick for that PC: Lamps: Faked and Shadows: Console, everything else on Game. Turn on the FPS counter to compare on yours.
The choices are kept in BepInEx/config/com.gk2perf.performance.cfg. Two more are only there: LampShadowCount (how
many lamps keep shadows with Lamps Nearest) and LampLightsPerObject (how many lamps light one object in full
detail; 0 is the game's 8).
If something looks wrong
Set that option back to Game. If shadows vanish near the top of the screen with Fitted, raise
FittedShadowMargin in the config file. Each change writes what's in effect to BepInEx/LogOutput.log; include
it when reporting a problem.
Works alongside GK2 Co-op.
