Don't Starve

Don't Starve

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157.554 KB
16 Oct, 2018 @ 8:54am
25 Jan, 2019 @ 1:29pm
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Description
Copyright 2018-2022 "CarlZalph". This item is not authorized for posting on Steam, except under the Steam account named CarlZalph.

Not just for Hamlet; it has an entity rendering limiter in it and a filepath cacher.

Optionally does all of the following:
1) Trades off some GPU requirements to the CPU to limit rendering of all entities.
2) (HAM) Turns off jungle shadows from the canopy.
3) (HAM) Turns off jungle vine decor.
4) Cache filepath resolving to boost performance for crafting tabs, or anything else that continually does this.
Credit to Steam user 76561198354418168 for this fix, the creator of 'pastoral style' mod that has this in it.


Default values for:
1) Enabled, 20 prefabs per type, 150 max.
2) Disabled - they're turned off.
3) Disabled - they're turned off.
4) Enabled - Filepath caching is on.



For the Entity rendering limit here's an explanation of its behaviour:

While enabled, the game will probe all nearby entities 10 times a second.

For each entity they are filtered by prefab type, and in some cases by tag (trees, pickable, structures) to group them together, and then if '> Individual Prefab Limit' setting threshold is met stops rendering the rest of this type.
- Some structures are flagged as high priority: Crafting benches, lightning rods, fire suppressors, firepits, cold firepits. These are higher priority and will break out of the tag clumping filter.

There is a global limit on the total number of rendered entities regardless of filter, set by '> Total Maximum'.



Filepath caching is to store all old results of resolving filepaths. This is a strain on HD usage as it has to try to read all sorts of filepaths before it gets it right. So by caching it only has to do it once and then no more times after that for that playthrough.



Changelog:
0.1.0- Release.
0.1.1- Filepath caching added.
0.1.2- Checks for PORKLAND_DLC variable before trying to access it due to strict.lua.
0.1.3- Removes the check from 0.1.2. Fixes Shadow/Vine support to use Klei's added in code. Fixes cracked walls being able to hide and get players stuck.
Popular Discussions View All (2)
4
9 Nov, 2018 @ 9:22pm
0.1.1 crash
Vihar
1
31 Oct, 2018 @ 9:20am
Crash Log
Amer 󰀨
75 Comments
Vin 5 Feb, 2022 @ 3:17am 
Alrighty, i foudnt it XD it was clicking again the right arrow key in the options, sorry for the trouble, great mod tho ^^
CarlZalph  [author] 4 Feb, 2022 @ 5:51pm 
It's an in-game setting that the mod sets. The mod was created before Klei officially added the feature into the base game, and when the patch came I switched it to setting the graphics config value to it. You can turn those things back on in there.
Vin 4 Feb, 2022 @ 8:10am 
I have no clue how, but i had a performance issue, i dowlonded this mod, but fixed the problem afterwards, and i want to see the shadows of the trees in the rainforest biome, and i couldnt, after removing the mod annd deleting it, still, the shadows were gone, world after world.
Even after desinstaling and sintalling dont starve. Please advise.
Adrian 30 Dec, 2021 @ 7:55am 
Thankyou Carl for spending your time to make the experience of me and other toaster using don't starve players better.
feifoveir 25 Jan, 2021 @ 1:57pm 
add animation limit, or disabled animation brumblespike, please
CarlZalph  [author] 10 Jan, 2020 @ 10:11am 
да.
Bobik_DopiK 10 Jan, 2020 @ 5:54am 
Спасибо за мод:steamfacepalm:
Parusoid 10 Nov, 2019 @ 12:17pm 
Thanks
CarlZalph  [author] 10 Nov, 2019 @ 12:07pm 
Two settings in the mod were deprecated when Klei added them to the base game, the vines and shadows, and were converted to turn the settings on.
These should be options in the base game's settings for you to change freely.
Parusoid 10 Nov, 2019 @ 12:03pm 
Effect of the mod still active even after disabling the mod