Valheim
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Latest version
1.1.3
Last Updated
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Downloads
883
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2
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254KB
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Changelog

1.1.3

  • Makes slow-frame, RPC, callback, mod, component, instance, and loaded-object HUD tables resize with the available panel width. Localized headers determine minimum column widths; extra space is distributed across columns, with horizontal scrolling when necessary.
  • Keeps headers and rows aligned, prevents multi-line fragments in RPC cells, and preserves full cell text in tooltips. Table styles and shortened cell contents are reused while the HUD is visible. Existing pagination and capture data are preserved.
  • Synchronizes the capture status-effect countdown with the same monotonic clock as the HUD timer and capture completion. The icon catches up after stalls or time-scale changes instead of accumulating simulation-time drift.

1.1.2

  • Presents the HUD slow-frame timeline as a nine-column table with right-aligned numeric values, eight rows per page, and navigation through all retained rows in chronological order. Truncated callback names have tooltips, and narrow HUD windows can scroll the table horizontally.
  • Separates frame index, elapsed capture time, frame duration, largest observed callback and its inclusive duration, per-generation GC collection-count changes, and measured Analyzer collector/object-scan/snapshot times into columns.
  • Clarifies in the documentation that paired RAM and used-VRAM readings are average and peak usage; detected total VRAM is a separate capacity value. GC count changes do not measure GC pause duration.

1.1.1

  • Organizes the offline HTML report into tabs, preserving search, expandable rows, numeric sorting, and draggable columns.
  • Always exports the complete capture, including vanilla Valheim, independently of the HUD filter. The report opens with vanilla visible and has its own filter that updates the displayed totals and measured shares.

1.1.0

  • Separates preparation and patch installation from the gameplay measurement clock. Reports preparation, patching, measured collector work, object scanning, and display-snapshot costs; periodic display snapshots run only while the capture HUD is open, with component/object/RPC detail copied only for the corresponding tab.
  • Classifies optional loaded-object scans in batches across frames and publishes completed results. Unity's initial discovery remains synchronous, and its measured cost is included in object-scan work.
  • Adds frame-time P50/P95/P99 and a chronological timeline containing up to 256 of the slowest frames, with the largest observed callback, GC count changes, and measured Analyzer work. Live Summary percentiles refresh at most every five seconds; final values use exact nearest-rank percentiles over retained intervals. Correlation does not assign a cause to a stall; inclusive callback work can overlap.
  • Adds optional Detailed simulation, off by default, for selected AI, movement, pathfinding, and MonoUpdaters simulation routines.
  • Lists foreign Harmony owners as metadata without attributing callback time to each owner. Preserves Balrond Core Optimizer's safety checks by excluding its patched callbacks and protecting LineConnect.LateUpdate while the plugin is loaded; coverage lists exclusions and recognized compatibility warnings.
  • Adds a Network HUD/report view with application socket traffic and rates, transport send-backlog estimates, supported Steam RTT/quality, jitter as mean absolute sample change, anonymous peer summaries, and inclusive RPC work by method hash. Unavailable transport fields remain unavailable; these values do not measure on-wire bytes or packet loss, and overlapping RPC layers must not be summed.
  • Adds passive application RTT from existing native ping/pong without extra traffic. It can work on Steam or PlayFab without a server mod, includes server queueing/scheduling, and remains separate from transport RTT. The native protocol has no nonce, so ambiguous samples are discarded and may remain unavailable.
  • Adds optional, rate-limited remote application round-trip diagnostics for authorized admins. Server-handler processing excludes queueing before handler entry and the response send. Local metrics work without a server installation; an unanswered capability request is sent once per vanilla/unsupported connection.
  • Updates the remote telemetry/active-diagnostic protocol: client and server must both use 1.1.0 for remote server metrics and active Analyzer diagnostics. Passive application RTT does not need the server mod. Preserves the existing language translations, with English fallback and Portuguese text for new diagnostics.

1.0.1

  • Consolidates loaded world entities into one row per normalized object name and owning mod/game, with a quantity column and a total entity count. Expand a row to inspect its Unity instance IDs.
  • Adds an optional Capture loaded objects HUD checkbox, off by default. Object scans now run every two seconds only during a capture when this option is enabled; opening the HUD never starts a scan.
  • Uses the same grouped object quantities and expandable Unity IDs in the exported HTML report.
  • Sorts loaded-object groups by quantity, highest first, and makes the object-scan choice a prominent, color-coded HUD toggle.
  • Keeps completed captures in the HUD without automatically exporting HTML; reports are created from the HUD export button.
  • Makes report tables sort ascending on the first column click and descending on the next, with a visible sort indicator.
  • Posts only the concise report directory to the local chat UI after an export-button click; the message is not broadcast to other players.

1.0.0 — Initial release

  • Profiles recurring Valheim and mod callbacks, including exclusive time, call counts, averages, maximum durations, and exceptions.
  • Summarizes estimated FPS, frame time, slow frames, callback frame budget, process CPU, resident RAM with a native Windows fallback, managed heap, and GC counts.
  • Reports process-attributed GPU 3D utilization and dedicated VRAM from Windows counters, Unity GPU frame time when available, detected total VRAM, and process I/O.
  • Adds a paginated loaded-objects tab with the current total, one row per Unity ID, and a count for each object name and owning mod/game. Includes trees, items, buildings, and hidden or inactive objects; excludes players and creatures.
  • Measures local FixedUpdate frequency and provides optional server tick, CPU, and RAM telemetry to authorized modded admins.
  • Adds a HUD that starts closed and opens with F9, with Summary, Callbacks, Mods, Components, and Loaded objects tabs. Object and mod lists are paginated, and expanded mod callback rows are capped and paginated to keep the HUD responsive. Includes an optional vanilla Valheim filter.
  • Adds HUD controls to start, stop, export, and set capture duration, with an elapsed/total timer, progress bar, and temporary character status effect during captures.
  • Captures mouse interaction without forwarding controls to the character or clicks to UGUI interfaces behind the HUD; includes a close button and resizable borders.
  • Exports a local HTML report with object IDs, game-language number formatting, expandable tables, search, numeric sorting, and column reordering.
  • Includes translations for Valheim's available languages, report-path messages in local chat, truncated-text tooltips, and console capture commands.
  • Supports optional dedicated server captures without a graphical interface.
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