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ValheimPerformanceOptimizations

Rendering, logic, and loading time optimizations for both client and server versions of Valheim.

Date uploaded 3 years ago
Version 0.6.1
Download link ontrigger-ValheimPerformanceOptimizations-0.6.1.zip
Downloads 4390
Dependency string ontrigger-ValheimPerformanceOptimizations-0.6.1

README

ValheimPerformanceOptimizations

Rendering, logic, and loading time optimizations for both client and server versions of Valheim.

You can use the mod on either the server or the client, or both, it should work regardless.

Changes in 0.6.1

  • Fixed an incompatibility with BetterWards causing mobs inside the ward radius to flee
  • Fixed the GPU being invoked on the server causing an exception at startup

New in 0.6.0

  • Optimized rendering of build pieces with straw materials
  • Rewrote the threaded terrain collision baking to use all cores (enable it in the config)
  • Fixed incompatibility with ValheimRAFT
  • Fixed crash when only terrain collision baking was enabled

Rest of the changes can be found in CHANGELOG.md

Stats

  • 5-10 ms faster GPU render times in bases (3 fps without the mod -> 15 fps with)
  • General game stability improvements - less stutters in bases
  • 20+ seconds faster world loading times, especially for big worlds (excluding the first launch)
  • Less stutters when loading new terrain
  • General game logic performance improvements (no concrete data on framerates)

Configuration

The mod config is stored in the dev.ontrigger.vpo.cfg file.

Most optimizations done by the mod do not affect the gameplay in any way, however some of its optimizations might cause compatibility issues with other mods.

  • Threaded terrain collision baking

    If enabled terrain is generated in parallel, this reduces lag spikes when moving through the world. If you see terrain disappear, please report it on github, disabling this option will likely fix the issue.

  • Object pooling

    If enabled vegetation objects are taken from a pool, instead of creating and destroying them everytime. This greatly increases performance when generating new terrain. If you notice some objects becoming invisible, please report it on github, disabling this option will likely fix the issue.

    • Object pooling multiplier - this option does not do anything useful for now

Manually compiling the mod

In order to manually compile the source code of the mod, create a file called Environment.props inside the project base and change the Valheim install path to your location.

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
    <!-- Needs to be your path to the base Valheim folder -->
    <VALHEIM_INSTALL>E:\Steam\steamapps\common\Valheim</VALHEIM_INSTALL>
  </PropertyGroup>
</Project>

Contributors

  • ontrigger
  • MSchmoecker