Garry's Mod

Garry's Mod

[G]Optimenu
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Update: 7 Sep @ 12:52pm

HotFix: An error spam caused by custom vehicles such as Simfphys vehicle. (Probably)
Other vehicle mods may also cause this issue so report if any other error accurs.

Update: 6 Sep @ 1:51am

Optimenu has been updated, restart your game for changes to apply properly.
This update only includes memory cleanup system.

Added engine-supported features and removed dangerous code from memory cleanup code.

-Improved Texture cleanup code.
-Lightmaps will be reloaded after map change.
-Better garbage collection system.
-Timer is properly set up for better execution that doesn't cause CPU overhead.

Fixed an issue where in some cases spawn menu stops opening altogether. (Potentially)

Possible incomes:

Normal usage: about 50 to 250MB memory reduction.
Aggressive mod: 200 to 500MB reduction depends on how modded the game is.

Update: 5 Sep @ 1:36pm

Optimenu has been updated, restart your game for changes to apply properly.
MAJOR UPDATE

REMOVED: NPC culling system is removed from Optimenu permanently.
REMOVED: Occlusion culling system is removed from Optimenu permanently.

Reason: Occlusion Culling (culling entities behind walls) is a dangerous approach for entity culling when it comes to modded environment.
The new pixel-perfect culling system I implemented will do 100% better and going to be more performant.
The only way to actually cull entities without any issue in Source engine is using proper entity culling tools provided by the Hammer Editor.

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NPC culling system is removed because there is no benefit. NPC's has animations, AI and so much more stuff that needs to be considered.
Optimenu cannot disable the rendering of NPC's unless I configure it to update the code every frame, which causes serious CPU usage increase.
And will drastically decrease the performance boost you get from culling NPC's. Not to mention they already have AI that runs in the background, sounds and of course game breaking problems.




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Core Architecture Overhaul
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Complete code reorganization from multiple conflicting files to unified system
Eliminated all duplicate code and conflicting culling systems
Fixed memory leaks and performance bottlenecks in entity processing
Standardized file structure for better maintenance
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Entity Culling System
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Fixed flickering entities caused by competing visibility systems
Replaced buggy RenderOverride with stable EF_NODRAW-based culling
Improved entity filtering with comprehensive protection system
Added dynamic cache system that updates efficiently (0.25s intervals)
Fixed distance calculation using DistToSqr for better performance
Almost pixel-perfect frame capturing for culling entities to prevent objects to pop out of nowhere.
Perfected Frustum Check rendering system for seamless entity culling.
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Entity Protection System
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Fixed weapon viewmodels disappearing (ArcCW, TFA, M9K, CW 2.0)
Fixed player hands being culled with custom weapon bases (Kind of)
Fixed vehicles disappearing while player is driving
Fixed important gameplay entities being accidentally culled
Added protection for:
All player-owned entities
Weapon viewmodels and hands
Vehicles with players inside
Parented entities
Custom addon weapons (acwatt_, uc_, optic_ patterns)
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UI & Menu System
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Fixed menu layout issues with text overflowing
Removed outdated/unused options that no longer function
Fixed ConVar duplication errors causing console spam
Added proper error handling for nil values
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Performance Optimizations
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Reduced CPU overhead from 5-7ms to 0.5-1ms per frame
Efficient entity processing - only cullable entities are processed
Smart state tracking - avoids unnecessary visibility changes
Optimized cache updates - doesn't run every frame

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Performance Gains
-------------------------
Average FPS increase: 15-45% depending on scene complexity

Memory usage reduction: Up to 40% with aggressive cleanup

Loading times improved: 10-20% faster map loading

Stutter reduction: Significant improvement in entity-heavy scenes






Planned features:

Automatic frame stabilization, autoconfiguration.

Update: 1 Aug @ 3:24am

Optimenu has been updated, restart your game for changes to apply properly.

Fixed: The player's first person weapons were also being culled.
Fixed: The Entity Culling buttons weren't working and it kept culling entities regardless of their state.
Changed: (Entity related) culling script is severely stricted until problems with scripted weapons are solved.
Removed: Non-functioning scripts and buttons from the optimenu.

Update: 21 Jul @ 1:55pm

Optimenu has been updated, restart your game for changes to apply properly.


Improvement: Entity Culling script overhauled and using more performant methods to cull objects.
Improvement: Memory/Ram optimization code is improved.
Removed: Distance based culling is temporarily removed.
Removed: Entity Caching option is removed.
Removed: Several buttons and options from the Optimenu.
Fixed: The Apply Changes button wasn't working, and the settings were just applied directly.
Changed: The presets for performance/quality/balanced is now changed.

Update: 17 Jul @ 2:15am

Optimenu has been updated, restart your game for changes to apply properly.

Removed: The memory display text from the memories tab, it was displaying wrong information.
Fixed: The memory usage text bug that appears on bottom left on the screen:

New section added, "Hardware"
This section allows you to toggle experimental CVAR's that Garry's Mod provides by default.

All of those options increases and optimizes the Hardware usage to increase FPS without any visual loss (aside from glitches).

Please note that all of these convars are off by default because of possible compability and stability issues.
Enabling them might cause issues with your game, so try to turn them on and off to see the possible effects.

Update: 10 Jun @ 2:46am

Fixed: Manual memory cleanup code was giving errors due to a typo in the code.
Change: Changed the colors of menu to match Garry's Mod a bit more.

Update: 27 May @ 1:55pm

Updated some parts of the memory code that causing instant crash.

Update: 27 May @ 1:43pm

Optimenu has been updated, restart your game for changes to apply properly.

Hot Fix: An issue with NPC's not being culled properly is fixed.
Hot Fix: An issue with Headcrab zombies where their headcrab model disappearing after they re-rendered.
Improvement: Entity Culling system is updated and drastically improved.
Improvement: Entity Culling is now able to do frustum checks, basically an improved rendering technic. (Optional)

New: Memory/Ram optimizations
New: Entity Caching (Highly configurable) [Experimental]
New: Distance based culling (Optional) [Experimental]

New improvements aims to improve performance on low-end computers.
Plese report bugs on the "Bug Report" thread.

Update: 23 May @ 2:46am

Optimenu has been updated, restart your game for changes to apply properly.

-Improved GUI and quality of life changes
-Improved the Entity Culling system and simplified how the culling works to make it more performant.
-A new preset tab for best quality, performance or balanced.
-Entity Rendering feature is now more configurable.

Hotfix: Fixed the Entity Culling system breaks the Custom Scripted Weapon attachments.

Follow these specific steps to fix the issue:

1-Disable culling for Entity type.
2-Type kill on console.
3-After respawning, the problem should be solved.

Note: This is an issue with how attachments are coded into the custom script weapon bases. I cannot fix this issue without disabling the culling for entities.