ULTRAKILL
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Date Uploaded
2 days ago
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586
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58KB

CYBER GRIND UNLAG NOW!

Does your game completely hitch up, freeze, or choke for 50 frames the second a new wave starts in the Cyber Grind?

That's because your CPU is crying trying to calculate hundreds of grid blocks, stairs, and jump pads linearly sliding into position all at once.

This mod says NO MORE LERPS. It intercepts the internal movement code for the arena and makes every moving piece snap straight to its destination instead of gliding there.

New in 1.1: before the layout snaps, you get a short preview of where everything is going to be, so you can get out of the way instead of getting launched into orbit.

What the mod is doing

  • Instant Pillars: EndlessCube animations are skipped. The floor jumps directly to its new layout.
  • Instant Stairs: EndlessStairs skip their rising phase and clip to position immediately.
  • Instant Prefabs: Jump pads and props (EndlessPrefabAnimator) appear in a single frame.
  • Layout Preview: For 1 second (configurable), pillars and prefabs that are about to move show a translucent cyan copy at their target position. Then everything snaps in together.

Settings

Setting Default What it does
PreviewSeconds 1 How long the new layout is previewed before it snaps (0 to 5). Set to 0 to snap instantly with no preview.
DisableJumpPads false Removes jump pads from Cyber Grind patterns.
DisableSpawnEffects false Removes enemy spawn visuals (bubble, light, particles) in the Cyber Grind. The spawn sound still plays.

Good to know

  • The preview delays each wave start by the preview time.
  • Wave flow and enemy spawning is normal.

Warnings

  • This will not fully fix all lag
  • Physics Quirks: Physics is fully preserved, but because objects materialize instantly, standing on a spot that is about to rise can still eject you. Use the preview, or step off the highlighted areas.
  • Tiles after disabling jump pads: The tiles where jump pads would have been stay empty.
  • Optional Spawn Effects: Enemy spawn visuals can be disabled to reduce additional performance overhead. Enemies still spawn normally, and the spawn sound still plays.
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