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ParaLOD v0.1.0

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@infinition infinition released this 24 Aug 16:04

ParaLOD v0.1.0

High poly modded assets no longer wreck performance in Paralives.

Paralives hands the same mesh to the renderer and to the MeshCollider, so a
393,214 triangle asset also carries a 393,214 triangle collision mesh. That is
what costs, not the rendering.

Measured on a modded lot, same save, same camera, only the fix toggled:

State Median frame rate Stutters
Without ParaLOD 7.6 fps 53 frames between 50 and 200 ms
With ParaLOD 333.9 fps none, worst frame 5 ms

A 3,128,969 triangle temple ends up with a 2,214 triangle collider, computed
once and cached on disk. Rendering is never touched, so the asset looks
identical, and clicking still works because the shape is preserved.

Runs on its own, nothing to type.

Also included

Measurement tools the game does not provide: paralodfps reports a median
frame rate and a stutter count, which the game's own benchmarkfps cannot
distinguish since it averages over fifteen seconds. paralodheavy lists the
heaviest meshes on screen, paralodscene and paralodmem cover renderers,
triangles and texture memory, and paralodprobe isolates one cost at a time.

Type paralodhelp in the console. Output follows the game language, English
or French.

Experimental

Screen size culling (paralodcull) is included but disabled by default. It
measured 77 to 104 fps on a 2,222 object lot, at the price of hiding more than
half the visible objects. That tradeoff is yours to judge.

Install

Requires BepInEx 5.4 x64. Extract ParaLOD.dll into
Paralives/BepInEx/plugins/ParaLOD/.