Mods / esr-afteranim improvements

Tags: #QoL
Author: SiiMeR
Side: Client
Created: Aug 2nd at 1:39 PM
Last modified: Aug 3rd at 5:27 PM
Downloads: 738
Follow Unfollow 9

Latest release (for Vintage Story 1.20.12, outdated):
esrafteranimimprovements_1.1.0.zip  1-click install


With some mods like Combat Overhaul, the rendered entity count gets so high that the animation system becomes the bottleneck. 

 

 

This is an attempt at alleviating the issue by not calling animation code for entities outside the view frustum. 

I'm not sure how well it works or if it breaks any logic, but I wanted to get this out so I could test it on the server I am playing on. 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 esrafteranimimprovements 705 Aug 3rd at 5:27 PM esrafteranimimprovements_1.1.0.zip 1-click install
  • You can now use Alt + N to toggle the behavior on/off
  • Made it an Universal mod, so clients will auto-download it
1.0.0 esrafteranimimprovements 33 Aug 2nd at 1:40 PM esrafteranimimprovements_1.0.0.zip 1-click install

* Initial release


7 Comments (oldest first | newest first)

💬 SiiMeR , Sep 29th at 12:53 PM

That is a known issue with Vintage Story. It leaks memory over time, especially if you have mods, and at one point the garbage collector will spend a lot of time cleaning up so the framerate tanks. Best antidote is just to fully close (not just log off) VS every 2 hours KanjiOkami

💬 KanjiOkami, Sep 29th at 12:43 PM

Ah, good to know, thank you. Been trying to track down whats been tanking fps over time. Seems like me and everyone else on the server has to restart our games every hour or two to get back to a playable frame rate. Tick logging had me looking into esr-afteranime and this was the only relavent thing that had come up. I appreciate letting me know, ill have to look into other things next.

💬 SiiMeR , Sep 29th at 11:11 AM

It should no longer be needed because the author of Combat Overhaul has been optimizing the animation  code KanjiOkami

💬 KanjiOkami, Sep 29th at 3:02 AM

I'm sorry to bother but I wanted to ask if this works on the current latest version and if it works client side? I tried installing it but pressing the toggle bind doesn't seem to do anything leaving me unsure.

💬 SiiMeR , Aug 10th at 9:43 AM (modified Aug 10th at 9:43 AM)

Yes, that is a correct assumption. And since it happens in a frame, you wouldn't really see it. The thing I am more worried about is that the animation triggers maybe break with this, but so far on the CoT server (we pull like 50 players every night so good representation) anyone hasn't reported weirdness with regards to animations. wildforester

 

That's great to hear! Qwerdo 

💬 wildforester, Aug 10th at 3:41 AM (modified Aug 10th at 3:41 AM)

I'd assume the only noticable change this mod may make for entities would be them getting stuck in their last animation or no animation at all when they're offscreen. So as soon as you look over the animation would update or proper animation would start. Is this a correct assumption?

💬 Qwerdo, Aug 6th at 10:41 AM

This helped me tremendously in places with a lot of players.
went from esr-afteranim using 60% of my frametime to about 25%

 

No animation bugs so far

 (edit comment delete)
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