-
-
Notifications
You must be signed in to change notification settings - Fork 2
FAQ
No. Optimum is a standalone client. It replaces the engine DLLs, not a zip in your Mods folder.
No. Optimum works with any server running the matching Vintage Story version.
Optimum does not give gameplay advantages. It renders the same world the same way, just faster. Server admins cannot detect it because it does not modify network behavior. That said, check your server's rules if you are unsure. Some servers have blanket "no modified clients" policies.
Yes. Optimum reads the same data folder format as vanilla. Point it at your existing data path with --dataPath or let it use its own. You can switch between Optimum and vanilla on the same world without migration.
Each release archive contains the full game client (~590-610 MB). Optimum replaces engine DLLs and shaders inside a complete client install. There is no "patch-only" download because the game requires all assets present.
The packages are x64-only for Linux and Windows because Vintage Story has no official ARM client for those platforms. On ARM hardware, the x64 binary runs via emulation (box64 on Linux, Windows-on-ARM). macOS Apple Silicon uses the native osx-arm64 client.
Expected. The DMGs built on Linux are unsigned. Right-click the app, select Open, confirm the dialog. This happens once. For a signed build, compile on macOS with an Apple Developer certificate.
Run your original Vintage Story client. Your worlds and account are untouched. Optimum writes settings under Optimum* keys in clientsettings.json; vanilla ignores them.
It depends on your hardware, view distance, and scene complexity. Frame pacing improvements are noticeable on any hardware (stutter reduction). GPU-bound players in water-heavy biomes or with SSAO enabled see the most shader-side gains. CPU-bound players with high entity counts benefit from the distance gates.
The source is GPL-3.0 with the Commons Clause. Pull requests are welcome. Read Building from Source to set up the dev environment.