Performance Traffic Control
Adaptive performance pressure, shared work budgets, enemy visual load shedding, and WindVolume capacity protection for GTFO.PerformanceTrafficControl(下文简称PTC)一套轻量级性能框架,旨在改善 GTFO 在高强度战斗、大量敌人同时活跃以及视觉效果密集场景中的帧时间稳定性。
PTC采用自适应性能压力检测来对玩家当前可触达的敌人进行动态渲染级别的调节,并根据当前硬件与本次游戏会话,学习设备能够稳定维持的 FPS 基线。
当前性能负载会被划分为三个压力等级:
- Normal
- High
- Critical
压力等级切换采用滞回机制,避免 Mod 因短暂且无害的帧时间波动而频繁开启或关闭优化措施。
本 Mod 的目标并不是单纯追求尽可能高的 FPS 数字,而是减少严重的帧时间尖峰,并在场景负载异常升高时尽量维持游戏操作的流畅与响应性。
敌人视觉负载优化
当系统检测到持续性能压力时,Mod 会降低敌人与尸体相关的次要渲染开销。
当前措施包括:
- 游戏处于性能压力状态时,关闭已缓存敌人对象的阴影。
- 在高负载场景下缩短尸体的保留时间。
- 限制同时处于活动状态的布娃娃数量。
- 性能恢复后,还原进入压力模式前记录的敌人阴影设置。
这些优化针对的是视觉与渲染开销,而不是敌人的战斗属性。也就是说 PTC 不会修改敌人的生命值、伤害、生成数据或关卡平衡。
WindVolume 容量保护
GTFO 会为部分 WindVolume affector 使用原生固定容量缓冲区。在敌人极度密集或视觉效果数量异常庞大的场景中,参与调用的 affector 数量可能超过原始函数能够安全处理的范围。
PTC 会在执行原生固定容量操作之前,临时排除超出容量的 affector,并在 Finalizer 中将其恢复。
该机制旨在提高异常密集场景下的稳定性,同时不会永久删除或禁用受影响的对象。
尽管PTC目前没有办法解决一些其它的性能问题,如植物园场景/雾气动态变化带来的性能下降,但是在不同配置机器上,大量敌人在场的情况下,表现出了非常可观的性能提升,目前从RTX 2080到RTX 5080的机器上均使得75+敌人在场的场景下,帧数损失控制在2%以内。
如果你在使用中出现了任何问题,可以通过QQ群861074297或DC:KainKondraki联系我。
English Version
PerformanceTrafficControl (hereinafter referred to as PTC) is a lightweight performance framework designed to improve frame-time stability in GTFO during high-intensity combat, scenes with large numbers of simultaneously active enemies, and visually demanding situations.
PTC uses adaptive performance pressure detection to dynamically adjust the rendering level of enemies currently reachable by the player. It also learns the FPS baseline that the current hardware can stably maintain during the present game session.
The current performance load is divided into three pressure levels:
- Normal
- High
- Critical
Pressure-level transitions use a hysteresis mechanism, preventing the Mod from repeatedly enabling or disabling optimization measures because of brief and harmless frame-time fluctuations.
The goal of this Mod is not simply to pursue the highest possible FPS number, but to reduce severe frame-time spikes and maintain smooth and responsive gameplay as much as possible when scene load rises abnormally.
Enemy Visual Load Optimization
When the system detects sustained performance pressure, the Mod reduces secondary rendering costs associated with enemies and corpses.
Current measures include:
- Disabling shadows on cached enemy objects while the game is under performance pressure.
- Shortening corpse persistence in high-load situations.
- Limiting the number of simultaneously active ragdolls.
- Restoring the enemy shadow settings recorded before entering pressure mode once performance recovers.
These optimizations target visual and rendering overhead, rather than enemy combat attributes. In other words, PTC does not modify enemy health, damage, spawn data, or level balance.
WindVolume Capacity Protection
GTFO uses a native fixed-capacity buffer for certain WindVolume affectors. In extremely dense enemy encounters or scenes containing unusually large numbers of visual effects, the number of affectors involved in the call may exceed the range that the original function can safely process.
Before executing the native fixed-capacity operation, PTC temporarily excludes affectors that exceed the capacity limit and restores them in the Finalizer.
This mechanism is intended to improve stability in unusually dense scenes without permanently deleting or disabling the affected objects.
Although PTC is currently unable to resolve certain other performance issues, such as performance drops caused by Garden environments or dynamic fog changes, it has demonstrated very substantial performance improvements on machines with different hardware configurations when large numbers of enemies are present. On systems ranging from the RTX 2080 to the RTX 5080, FPS loss has remained within 2% in scenes containing more than 75 enemies.
If you encounter any problems while using the Mod, you can contact me through QQ group 861074297 or DC: KainKondraki.
