Mustard everywhere! When a bullet physically exits a sosig, it projects blood from the exit wound onto any surface behind it — walls, floors, other sosigs. Real penetration detection means blunt hits, armored stops, and ricochets produce nothing.
All settings in F1 (ConfigurationManager) or the .cfg file in BepInEx/config.
| Setting | Default | Description |
|---|---|---|
| Enabled | true | Toggle all blood effects |
| Lifetime seconds | 30 | How long splash stains persist |
| Max rays per shot | 3000 | Raycasts per penetration event (capped to image pixel count) |
| Cone half-angle | 10 | Half-angle in degrees of the splash spread cone |
| Dot base radius | 0.008 | Base radius of each splash dot in metres |
| Range metres | 50 | Maximum splash cast distance |
| Projection Mode | Animated | How dots appear: Animated / Delayed / Immediate |
| Projection Speed Ratio | 2 | Bullet speed multiplier for dot travel speed in Animated mode |
| Projection Speed Bias | 10 | Flat m/s added to dot travel speed |
| Dot Max Scale | 5 | Maximum size multiplier for dots at full range |
| Dot Scale Range metres | 50 | Distance at which dots reach maximum size |
| Gib Ray Count | 200 | Rays fired on segment explosion |
Splash is the most CPU/GPU intensive effect. If you are dropping frames, apply these fixes in order of impact.
1. Switch Projection Mode to Immediate
The default Animated mode keeps a live particle system running with thousands of in-flight dots. Immediate removes all flight animation — dots appear the instant the bullet exits. This is the single biggest FPS win. No visual difference in stain placement, only the flying animation is removed.
2. Reduce Max rays per shot
Default 3000 is high. Try 1000 or 500. Below ~200 the splatter starts to look sparse. This directly controls how many raycasts happen per shot and how many dot quads build up per second.
3. Reduce Lifetime seconds
Fewer accumulated stain meshes = fewer draw calls per frame across a long fight. 10–15 seconds keeps the scene looking fresh without piling up hundreds of meshes.
4. Reduce Gib Ray Count
Segment explosions fire rays in 360°. High gib fights (shotguns, explosives, multiple sosigs) multiply this cost fast. Cutting from 200 to 100 helps significantly in those scenarios.
5. Reduce Dot Max Scale
Smaller maximum dot size = less GPU fragment overdraw from large-radius quads at range.
6. Reduce Range metres
Caps the maximum raycast distance. Combined with reduced Max rays per shot, limits the worst-case cost per shot.
Projection Mode = Immediate, Max rays per shot = 500, Lifetime seconds = 10, Gib Ray Count = 100