#Komet

505 messages · Page 1 of 1 (latest)

blissful elbow
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Komet is now public!

With a lot of time, hard work and math it's released, both on the ModDB Page, as well as on Github.

Komet (previously vsperf <- this was a placeholder) is a performance booster mod which uses harmony patching.

https://mods.vintagestory.at/komet

Komet is a performance mod, which optimizes the Vintage Story rendering.

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Komet - Performance Mod

blissful elbow
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New Beta Release!

I've released the first Preview Build of 1.2.0.

Changelog:
Incremental Cull Cache Removal

  • Replaced full cache rebuilds with direct slot removal for re-tessellated chunks.
  • Reduced unnecessary cache misses across 4–8 pools.
  • Added support for open appends during streaming to avoid unnecessary rebuild fallbacks.
    Rebuild Attribution in Hitch Logs
  • Hitch log entries now report rebuild contribution as (X rebuilds, N pools).
  • Makes it easier to identify whether 11–16 ms sweeps are caused by cache rebuilds.
    Frustum Culling for AnimatableRenderer
  • Added stage-specific frustum checks for animated block entities.
  • Skips rendering only when fully outside the relevant stage frustum.
  • Shadow stages use the corresponding light-space bounds.
  • Avoids unnecessary shader, lighting, uniform, UBO, and draw calls.
    Dedicated Pool for Chunk Mesh Clones
  • Added size-class pooling for per-face arrays and custom-part data.
  • Reduced recurring 18 MB/s clone allocations.
  • Objects are now recycled instead of being allocated and discarded after Gen1 promotion.
  • Pool return is handled via TesselatedChunkPart.AddToPools rather than Dispose.
    Added new Compact F7 Hud (Toggle by Pressing F7)
honest wren
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As you can see i have high hopes for your mod

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my laptop really struggling with game and capture even on low settings

blissful elbow
honest wren
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Noticed error in main log
2.9.2026 22:48:35 [Error] [komet] could not enable 'frame + render stage measurement', running without it. This is safe but you lose the speedup.
2.9.2026 22:48:35 [Error] [komet] Exception: Ambiguous match in Harmony patch for Vintagestory.Client.NoObf.ChunkTesselator:populateTesselatedChunkPart
---> System.Reflection.AmbiguousMatchException: Ambiguous match found for 'Vintagestory.Client.NoObf.ChunkTesselator Int32 populateTesselatedChunkPart(Vintagestory.API.Client.MeshData[][][], Vintagestory.Client.NoObf.TesselatedChunkPart[] ByRef)'.
at HarmonyLib.AccessTools.<>c__DisplayClass50_0.<Method>b__0(Type t)
at HarmonyLib.AccessTools.Method(Type type, String name, Type[] parameters, Type[] generics)
--- End of inner exception stack trace ---
at HarmonyLib.AccessTools.Method(Type type, String name, Type[] parameters, Type[] generics)
at Komet.Measure.MeasurementPatches.Apply(Harmony harmony)
at Komet.KometModSystem.<ApplyPatches>b__58_5()
at Komet.KometModSystem.Patch(Action apply, String what)

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maybe something to do with that

blissful elbow
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Thank you for the logs, I will try to fix the issues for the next preview build:)

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@honest wren

honest wren
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Glad it helped

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Stable version works perfectly so its not game breaking or anything

blissful elbow
blissful elbow
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New Preview/Beta Release (V. 1.2.0-pre.2)

Changelog:

  • Fixed measurement patch failures on overloaded engine methods
  • Fixed frozen GPU timing and added GPU usage tracking
  • Fixed GC/allocation statistics when HUD is disabled
  • Improved CPU thread budgeting for low-end hardware
  • Fixed excessive shadow map quality on low-end GPUs
  • Ignored false hitch reports while the game is paused
  • Fixed misleading Linux thread priority reporting
  • Added Harmony patch collision detection
  • Added engine build fingerprint verification
  • Added client-side allocation tracking and GC survivor statistics
  • Added allocation sampling by thread and object type
  • Added server block packet source tracking
  • Added mesh pool allocation tracking
  • Added per-stage GPU timing
  • Added dialog identification for large Ortho hitches
  • Improved diagnostics and crash/report accuracy
  • Expanded verification and regression tests

As this is a preview/beta build, there may be bugs, crashes etc.

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@honest wren Try it out and let me know if everything works now :)

blissful elbow
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Fixed

  • Joining a world could crash the client with a NullReferenceException in
      WeatherSystemClient.OnRenderFrame. pre.2 introduced a per-frame budget on the main-thread
      task drain, and a world join queues hundreds of those tasks — including the one that
      finalises the level. Spreading that backlog over frames let a renderer that was already
      registered draw before the packet initialising it had run. The budget now starts only once
      the world is finalised: everything a join queues runs in the frame it arrives, exactly like
      vanilla. Joining is lifecycle, not load, and it is not the place to save milliseconds.
  • Two budgets could stop working instead of falling back. The entity tesselation and
      entity loading budgets reopen their window on the frame boundary and nowhere else. If that
      signal ever stopped arriving while the patch stayed applied, the tesselation budget skipped
      every further entity shape — permanently, for every animated creature in the world — and
      held entities were never loaded. Both now notice the missing signal, run vanilla instead,
      and count it on the HUD; and neither arms itself at all if the measurement it depends on
      failed to apply. A budget that loses its reset has to degrade to slower, never to never.
  • The patch guard was quiet about the collisions that matter most. Where Komet replaces an
      engine method outright (its prefix returns false), another mod's transpiler never runs, a
      prefix ordered behind Komet's is never called, and a postfix sees the result of Komet's
      transcription rather than the original's. All three used to be reported as "info". They are
      now high/high/medium with the reason spelled out — this is the shape behind reports of the
      "entities are invisible since I installed this mod" kind, and it should not need a bisect.
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Added

  • German HUD and chat. The F7 overlay and the .komet replies follow the game language;
      English and German ship in assets/komet/lang. Missing translations fall back to the English
      text in the source, never to a raw key.
  • Reproducible release builds with a published checksum. The same commit produces the same
      bytes, so the SHA-256 on the download page can be recomputed rather than merely trusted. The
      number is also published on the GitHub release, written by the build job.

Changed

  • Logs, reports and hitch lines are English. They used to be German. These end up in bug
      reports and get read by people who do not run the client that produced them — the HUD and the
      chat replies are the surfaces that follow the player's language, and nothing else does.
  • The mod zip is stored, not compressed (~180 KB → ~450 KB). Identical data does not give
      identical deflate streams across zlib implementations, so compressing would have made the
      checksum unreproducible on a different machine. The download is larger; the promise holds.
  • The unused MeasureRenderStages setting is gone from the config class. It was never read.
      The config layout version stays at 11 on purpose: an existing komet.json keeps working,
      the leftover key is ignored, and nobody's settings get regenerated over a dead entry.
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Internals

Every build runs on GitHub Actions: both mods built, the full patch and behaviour suite run
  against the real game assemblies, the packaged zips attached to the run, previews published
  under Releases. The SDK version is pinned in global.json — a different patch level produces
  a different assembly, which is measurable and would otherwise break reproducibility silently.

  • Source folders sit next to the project file and each one is its own namespace
      (Culling/ → Komet.Culling, Measure/ → Komet.Measure). Not cosmetic: an editor rule
      that derives namespaces from paths had rewritten a generated file and silently disabled the
      engine-drift check.
blissful elbow
blissful elbow
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Komet 1.2.0 Full release!

(again the patchnotes are so big, that I need to put it in an image ^^')

blissful elbow
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Also now with a new Iocn drawn by me in Aseprite!

Please report any Issues here or on the Github Page!

mental frost
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Hi! Really like to see more optimization mods, thanks a lot for that

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I wanted to ask if this mod has some other incompatibilities, as im getting worldgen stuck in a loop when using this mod

blissful elbow
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Hello! What Mods are you using?
Do you have some logs?

I currently do not have a full incompatibility list yet, but I could improve the Mod if I receive more reports regarding issues with other Mods

mental frost
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I'll get some logs, for the moment I can give my mod list, thanks for checking!

additivechiseling_0.5.1.zip
algernonsterrainsampler_1.3.0.zip
AmbientsBird.zip
apewindows-v1.22.0-1..0.zip
armoryfork_1.11.1.zip
bedspawnv2_1.7.1.zip
BetterForest_0.1.2_Custom_V19.zip
boatautopilot_1.6.2.zip
butterflydisplayV1.22.0-1.2.0.zip
CaveOnlyOresRevamp.zip
claypress_1.1.0.zip
ClimateScalePatch_1.1.0.zip
CO-idle-reanimation-1.0.0_v1.22.7.zip
combatoverhaulfork_0.18.8.zip
DarcesDriftersRedone-1.3.0.zip
Easy Building 1.2.2.zip
ElkPhysics V3.0.3.zip
EternalStew_v2.0.1.zip
EvergreenPapyrus-1.0.0.zip
fairfish_2.0.0.zip
farseer_1.4.0.zip
fastmap_122.5.1.zip
firewoodtostick.zip
FunctionalMinerBeltAndLantern.zip
gearlock-firearms-net10_1.0.8.zip
immersivemodularbackpacks_1.7.6.zip
jsonpatcheslib_1.5.9.zip
Laboros-machete_1.0.2.zip
manualcrank_1.0.1.zip
MiningDropsMoreStone.zip
Opine_Upon_Pine_v1.0.10.zip
overhaulliblegacycompat_1.2.9.zip
ProspectingScan-1.22.zip
Re-Reforged Tools v1.0.2 Custom.zip
rivers_5.0.3.zip
riversextended_0.1.0.zip
scaffolding_1.3.1.zip
shipwright_1.4.1.zip
simplewatertweaks-0.15.zip
Skyrim Music.zip
SleepingBagMod_1.0.1.zip
spinningwheel_1.2.13.zip
statushudcont_4.4.0.zip
temperatureheighttweak_0.4.0.zip
TerraPrety_7.10.2.zip
toolsanimationsfork_1.2.7.zip
tzpraisethesun_v1.0.1.zip
visiblebags_1.0.2.zip
vsimgui_1.2.7.zip
vsroofing_1.7.2.zip
WarmerElks.zip
warmweathereffects_1.6.0.zip
waterweathersimulationredux_1.2.0.zip

blissful elbow
scenic kestrel
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How good is this can people confirm, is this better than optitime and tungsten?

edgy ember
scenic kestrel
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I'll have to test it out

edgy ember
# scenic kestrel Hmmm

Personally ive got better performances after switching from optitime to komet
Dunno about optimum
Could also depends on what is causing your lag

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The main difference is that i get a the occasional random crash more often and that stuff like crafting or shadows are choppy

mental frost
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Sorry for not posting the log files, the 1.2.0 release seems to have fixed the issue, the world now generates without problems

scenic kestrel
distant helm
# scenic kestrel How good is this can people confirm, is this better than optitime and tungsten?

for me, in a direct 1-1 comparison, Komet seemingly gets a higher FPS on average VS Optimum, which is already really good.

the problems.
Komet, although getting a higher average FPS, has a less stable FPS average than Optimum.

Optimum has the benefit of being able to load chunks/worlds considerably faster and with much less compute overhead through optimized code, while Komet is simply better utilization of available hardware and block-culling.

I've done recent testing using both optimum and Komet at the same time, and while the FPS gain is rather substantial (ON MY HARDWARE), it comes at the cost of severe instability.

edgy ember
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@blissful elbow The mod greatly improved my pc's performances, but I'm having issues with crafting, it often lags a lot when trying to put things in the grid
There is also a bug that doesn't let you craft some blocks at random intervals, I don't know how to describe it so I recorded it. To fix it I have to restart the game

blissful elbow
wicked flax
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hey I'm playing on a heavily modded server and my fps goes to shit when going from the underground to surface near my base. roughly around y=90, the worst offender "opaque" goes from 22% to almost 50%. what does "opaque mean"?

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upon closer inspection, it seems to refer to blocks placed by me. no matter how many there are in frame, be it a big house or a piece of path, my FPS is low as long as there's man-made stuff in frame. the moment I turn to the forest it goes back to 60fps

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narrowing FoV seems to SIGNIFICANTLY boost fps

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hope it helps with development!

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oh yeah it makes sense it doesn't lag when looking at a forest but lags when looking at a path made of slabs - theres conflicts with place on slabs

blissful elbow
tough owl
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I have a problem thst only started to show up when i started to use Komet

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At random intervals, there will be moments where the game freezes for a few seconds

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Any idea of what could be causing it? It doesn't seem to be triggered by any action in specific

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I don't recall this happening when i didn't have komet installed

blissful elbow
tough owl
blissful elbow
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something ssomething komet 2.0.0 hud & new profiler

wicked flax
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that is much cleaner than the old one

blissful elbow
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there are now three settings

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compact, normal and detailed

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I wanted to make it easier to read

sharp crypt
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Definitely make a robust way of getting these windows to display over other windows, with the current version some windows can be occluded by things like the minimap or the hudclock mod’s display

blissful elbow
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Komet

blissful elbow
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But I need to implement it

wicked flax
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well then implement it

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please :)

blissful elbow
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It is pretty basic, but I hope you like it!

wicked flax
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oh yes

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as long as you can move it away if other UI elements obscure it it's perfect

wicked flax
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splendid!

misty shadow
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looking forward to the rewrite!

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the original version did good things for me

blissful elbow
narrow monolith
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Yep, i got better framerate, also my chickens become astronauts 👍

karmic ginkgo
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   at SmithingPlus.ToolRecovery.CollectibleBehaviorRepairableTool.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in /_/SmithingPlus/ToolRecovery/CollectibleBehaviorRepairableTool.cs:line 33
   at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch22(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
   at Vintagestory.API.Common.Block.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2401
   at Vintagestory.GameContent.BlockFigurehead.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VSSurvivalMod\Block\BlockFigurehead.cs:line 40
   at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 402
   at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTab.cs:line 30
   at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTabs.cs:line 50
   at Vintagestory.Client.NoObf.GuiDialogInventory.<OnOwnPlayerDataReceived>b__6_0() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 60
   at Komet.Patches.ClientAllocPatches.<>c__DisplayClass16_0.<QueuePrefix>b__0()
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()```
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)=

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(komet, smithing plus)

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smithingplusplus gave me the same error

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both on startup

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every time

blissful elbow
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https://mods.vintagestory.at/komet

 _  __   ___    __  __   _____   _____
| |/ /  / _ \  |  \/  | | ____| |_   _|
| ' /  | | | | | |\/| | |  _|     | |
| . \  | |_| | | |  | | | |___    | |
|_|\_\  \___/  |_|  |_| |_____|   |_|
       v2.0.0  //  Vintage Story 1.22

Komet 2.0.0 is out

A complete rewrite. Same game, same picture, just smoother. Built for the 1 % and 0.1 % lows, not only the average FPS.

[ SMOOTHER FRAMES ]
[x] Faster culling ....... parallel, a whole render stage at once
[x] Fewer draw calls ..... a quarter of them
[x] Fewer stutters ....... far less memory garbage

[ THE WORLD ]
[x] Faster loading ....... world ready ~19 s sooner
[x] Distant shadows ...... up to your view distance
[x] Black chunk repair ... automatic in worlds you host

[ IN GAME ]
[>] Options menu ......... Esc
[>] Performance HUD ...... F7

Multiplayer: works on any server. Komet is client side, the server does not need it. Hosting in singleplayer or LAN adds the server-side extras.
Mod devs: new API. Put your own page into Komet's options menu in a few lines, or check and pause Komet features that clash with your mod.

Download: https://mods.vintagestory.at/komet
Source & changelog: https://github.com/xtoast-dev/Komet

Komet is a performance mod, which optimizes Vintage Story!

karmic ginkgo
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optimum compat y/n? :3

blissful elbow
karmic ginkgo
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hell yesssssssss

blissful elbow
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also for all the devs under you, you have now MUCH MUCH more tools to test the performance of your mod!!

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you can toggle, move and dis-/enable any window!

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Komet - Performance Mod

wicked flax
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AAAAA LETS FUCKING GOOOOOOO

blissful elbow
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There is also a Settings API so you can add your own tab aswell :) (It is still W.I.P. though, if anybody wants more features, request them on github!)

wicked flax
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woah

blissful elbow
acoustic lance
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Aww mate amazing work there!

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Also I wanted to ask if Komet is compatible with mods lighting mods like Lumos? I've played with Komet and Lumos both enabled and no issues so far but still wanted to confirm

atomic flume
blissful elbow
atomic flume
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Whatever only patches landforms.json

fair island
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Is it normal for Swap/ VSync to be so expensive in render passes while having vsync and framerate limit turned off? Other than that amazing update, the fps increase feels like black magic lmao

blissful elbow
atomic flume
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What is or isn't

blissful elbow
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Komet automatically disables modules which interfere with other mods

blissful elbow
atomic flume
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I forgor, what's the ytt situation

Know tungsten/synergy/optimum have dubious compat

But I haven't tested solely with komet just yet

blissful elbow
blissful elbow
atomic flume
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And transport tycoon?

That suite of mods (optimum, tungsten etc) + stratum doesn't work with the mod

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So komet should be a good alternative if it does work, this I cannot check rn tho

ember oriole
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So they wouldn’t be compat unless another mod does that themselves

serene otter
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about compat, peeps, calm down, it's not been a day komet 2 has been released...

blissful elbow
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If you receive any issues, lmk.

atomic flume
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Great

blissful elbow
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Komet is just a project aside my full time job as a systems engineer

ember oriole
ember oriole
ember oriole
blissful elbow
blissful elbow
blissful elbow
serene otter
ember oriole
wicked flax
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thats not good, Extra Overlays didnt crash with Komet before

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ah it's because extra overlays is on an outdated version of dotnet ok

wicked flax
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also, through trial and error I found that Advanced Chat and its dependency, Gui, cause the game to crash without a crash report

blissful elbow
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So is the issue resolved?

wicked flax
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well, extra overlays fork for 1.22 might help, but Advanced Chat still crashes

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it could be related to my system configuration, as the client log mentioned missing gtk3 support, but there is no direct crash cause logged

blissful elbow
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Maybe I‘ll open an Discord just for this Mod. @crude dagger wanna help out?

wicked flax
blissful elbow
blissful elbow
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Send you a DM! @crude dagger

last copper
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👍

atomic flume
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bug? foliage color not updating, color seems to match the yearly temp average of the area, not current

blissful elbow
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please provide your client-main.log file

atomic flume
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any grass at sea level acts strangely as well, it does actually follow temperature correctly

blissful elbow
blissful elbow
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Could you disable Sheydermod and join back in and give me an updated client-main.log?

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I need to pinpoint down on what causes this

atomic flume
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ok, i did suspect it may be sheydermod but let's see

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... doesn't seem to be directly caused by sheydermod at least

atomic flume
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quick check with natural foliage off... nope

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expected, but

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confirmed to be one of my mods

blissful elbow
atomic flume
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this might be a really dumb way to test...

but is color somehow applied backwards as well??

atomic flume
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@blissful elbow
i figured it out

it's snow cap melt fix

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and now, the reason said mod exists...

atomic flume
blissful elbow
atomic flume
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From mod page:
Version 1.0.1 also makes the mod able to run on the client and introduced a patch to a particular shader that interacts with the altitude temperature adjustment mechanic. If you run into any issues using this mod with shader mods, try disabling "PatchColormapShader" in the client config. Clients still don't need to mod to join a server that has it, and a client with the mod can join a server that doesn't have it.

so yeah, fix is to disable that

sleek halo
atomic flume
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or are you on an ancient version

sleek halo
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hmm checking

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oh wait some other snow cap mod I have... nvm, need to do more "research" 🙂

narrow linden
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2.0.0 real smoke works strangely with Komet on client; the smoke is only visible directly if you stand right next to the smoke‑generating block

wicked flax
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any chance this gets more aggressive entity culling? I am 100 or so blocks away from my farm and also behind several walls, yet my gpu usage spikes each time I look in their direction

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granted, the entity count is remarkable, but I wanted some kickass cheese numbers

blissful elbow
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So that'll be no issue anymore

blissful elbow
blissful elbow
blissful elbow
narrow linden
crude dagger
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since how well a shader works in a given renderer specifically relies on assumptions made about said renderer

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generally

blissful elbow
crude dagger
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its true

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i want to get into vulkan at some point

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especially since you mentioned working on a renderer rewrite

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in vulkan ^

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im doing some opengl stuff today

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ive never actually dabbled in multi-pass rendering myself so today i am doing just that

blissful elbow
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Vulkan will take over everything

crude dagger
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all of my rendering stuff in this voxel demo is done via single-pass

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i can do a lot more with multi-pass rendering, especially SSAO

blissful elbow
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opengl just composites the image in a single pass

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sooo the gui and particles will still be on opengl until I find a better solution

crude dagger
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im also working on a complete rewrite of my chunk mesher and renderer because im changing the mesh vertex layout

blissful elbow
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But I'll write an extended API so Mod Devs can utilize my Vulkan Renderer better

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You can always help out :D

crude dagger
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my renderer currently uses greedy meshing to generate optimized quads, but im adapting my renderer to use naive faces instead because while it is more faces overall, im also factoring out quad vertices via geometry shading

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so no more greedy quads, but i'll only use 64 bits per voxel face

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rather than 128 per quad

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and itll also better support shading and lighting

crude dagger
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ive never touched vulkan before, and ive never done VS modding

blissful elbow
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well it's pretty fun

crude dagger
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i want to play with komet sometime soon and see if i can get a dev build working on my machine

blissful elbow
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but you need to tell vulkan to do a lot

crude dagger
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so i hear

blissful elbow
crude dagger
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i will :)

blissful elbow
crude dagger
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yay yay

blissful elbow
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so that they can pin their mod on it

crude dagger
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lmao

blissful elbow
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guys and girls

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I am tired, the Vulkan Renderer is now fully integrated

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It's still just +7% extra Performance but I'll try to improve it (images are not needed since it's 1:1 to opengl)

atomic flume
blissful elbow
atomic flume
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7% more graphics bs I can install to offset my performance gains

serene otter
blissful elbow
void nova
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👍

blissful elbow
atomic flume
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witchcraft

blissful elbow
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(also the new settings window can be disabled)

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and reenabled with ".komet"

atomic flume
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bu why, it good

blissful elbow
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(+ ofc. a german button)

blissful elbow
# atomic flume bu why, it good

not yet good enough for me, this is still more or less a draft, so it's subject to change. It's still not yet there where I want it to be

blissful elbow
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also for modders, you can actually see what's dragging your performance down (still, that window is heavily w.i.p.)

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@fallow talon did a wonderful job with Real Smoke, it's performant AF

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also it pops up a message on WHAT is causing lag :)

sharp crypt
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Is it possible that 2.0.0 could’ve reduced performance on some devices? Does it enable anything more intensive by default?

blissful elbow
blissful elbow
sharp crypt
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Hmm, alr. Well forests are causing me lag again, generally the worst source of lag in the game yk.

blissful elbow
sharp crypt
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Already going to 3.0???

blissful elbow
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Yes, since it's a huge feature Update :)

sharp crypt
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Anyway, how’s it fixed/reduced?

blissful elbow
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Well, Vulkan, Better Meshing, APIs for other Mods and much much more!

blissful elbow
sharp crypt
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I was wondering if you applied a whole bunch of instancing to all the leaf models

blissful elbow
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Shadow casters culled by the camera view, Front-to-back sorting for leaves and plants and Depth pre-pass for the opaque terrain

#

but the depth pre pass is still very buggy

#

But I am currently working on it

atomic flume
#

Trees are my biggest weak point performance wise.

red osprey
#

hi, does komet focus more on graphical performance or would it help with memory issues too?

blissful elbow
red osprey
#

understood, thankyou

#

ive just been trying to troubleshoot a weird stuttering issue

void nova
gilded cove
#

@fresh rose this might be an option to see what's causing problems

blissful elbow
#

@atomic flume @serene otter @crude dagger you know what that means :D

crude dagger
#

Oooh that’s looking awesome

blissful elbow
#

therefore I wanted to make a quick showcase video like old Mod Videos haha

crude dagger
blissful elbow
crude dagger
#

Yay yay

blissful elbow
#

And as always, it's still a drop-in Mod!

#

so no seperate Installer or altering ANY dotnet Settings :D

visual ore
#

Amazing work @blissful elbow!

crude dagger
#

VS modding is so versatile 😭

blissful elbow
visual ore
visual ore
crude dagger
#

They made this game more modular than Roblox for the heck of it it’s so funny and awesome

blissful elbow
crude dagger
#

Whats VSPT?

#

Am new here

visual ore
crude dagger
#

Ooooh I see

#

Interesting

blissful elbow
atomic flume
#

Also on a 5500? That's convenient

blissful elbow
atomic flume
#

My 5600g is nearly identical

blissful elbow
atomic flume
crude dagger
#

I am curious, what made you decide to reimplement the renderer in Vulkan? Were there specific optimizations you wanted to make that required more control than what OpenGL provides?

#

I won’t reply till later cus I need to sleep but I wanted to get that out there before i forget

blissful elbow
# crude dagger I am curious, what made you decide to reimplement the renderer in Vulkan? Were t...

Yes, it was about control. The point was to remove specific costs, not to switch APIs for its own sake.

  • Recording off the main thread: VS renders terrain with lots of small draws on one thread. With Vulkan we record the command buffers on a thread of our own, so the game thread only hands off work instead of driving every draw.
  • Precompiled, cached pipelines: shaders are compiled to SPIR-V and pipelines are cached on disk across starts, so there are fewer hitches from state or shader changes.
  • Better depth testing for foliage: depth memory shared with OpenGL got no depth compression on my driver (RADV). With Komet's own depth image, hidden leaves are rejected before shading: measured 54 vs 9 fragments shaded per pixel in dense foliage.
  • GPU-side work: occlusion and culling run as compute passes that feed the draws.
sharp crypt
# blissful elbow Pre-1 :)

How’s vulkan used and how can you enable using it without a game restart? (Feel like usually a restart is needed for changing the graphics pipeline)

hybrid delta
#

doesn't Vulkan run worse than OpenGL on nvidia cards specifically, or is it up to dev's implementation?

blissful elbow
blissful elbow
#

Sadly, I don't have a proper Nvidia GPU, so it's a bit difficult to optimize it for Nvidia :/

I currently can't afford an Nvidia GPU, since the prices are... well, you know, datacenters are buying up everything :/

crude dagger
#

You make me want to get into vulkan

blissful elbow
#

3.0.0-pre.1 has been released!

SHA:256 / 18eabea025b824c6c8717cd45701ca44e52524763b34e44b54b1838a09cbc1e8

Komet 3.0.0-pre1 is out (pre-release) the biggest update yet

New
• Vulkan renderer (experimental): terrain, shadows, liquids, entities, sky and post effects, picked by one mode switch
• GPU occlusion culling with compute shaders (experimental)
• Own tessellator for blocks, grass and simple models
• New HUD: overlay (F7), tabbed window (Ctrl+F7), debug window (Ctrl+F8)
• .komet debug protocol and .komet profile <modid> mod profiler
• Interop API for other mods (e.g. Optimum) (thank you @serene otter <3)
• Experimental: singleplayer server in its own process
• Slimmer settings, the rest under "Show advanced options"

Faster
• Faster chunk loading, uploads and occlusion culling
• Smooth creative inventory (worst frame 2139 → 60 ms)
• Much less garbage, no more multi-second GC freezes

Fixed
• Crash when joining a world

⚠️ Pre-release: please report issues with .komet debug!

#

@atomic flume @crude dagger @red osprey @fallow talon :)

crude dagger
#

WOOT

red osprey
blissful elbow
#

But as mentioned above, it's a pre release, so it's still buggy somewhat

red osprey
#

is it fully clientside?

#

ill be testing it on a server with like 300 mods so im definitely expecting something to go wrong haha

blissful elbow
#

It can be run both on the server & clientside

void nova
#

When switching to Vulkan (all), some chunks may appear blank, and they will return to normal after breaking or placing blocks.

#

Will the two errors in the log have any impact?

#

It appears that Vulkan was not successfully enabled?

#

Ah, it appears that the game must be restarted for the changes to take effect.

#

In another modpack containing 98 mods, severe rendering errors occurred when using vk. Are there any convenient troubleshooting methods?

sharp crypt
#

My laptop has Intel arc graphics so can see if that causes any issues, it’s also linux

#

Btw, wow that was fast

void nova
#

After running .komet debug (yes, /komet debug does not exist), the rendering of the modpack with 98 mods returned to normal.🤔

void nova
#

Currently, on my computer, every Vulkan tier appears to exhibit an FPS regression relative to OpenGL.

#

The HUD window display indicates that OpenGL primarily consumes time in swap/vsync, whereas Vulkan (all) primarily consumes time in before.🤔

void nova
copper compass
#

it seems like Komet is making the item renders in specifically the creative menu turn invisible. the item models are still visible in hotbar/survival inventory and the guidebook

blissful elbow
#

But I'll take a look

blissful elbow
void nova
#

Thank you for creating the mod.

#

@blissful elbowAdditionally, at present, when the HUD window is opened, pressing Esc causes the game screen to freeze, and no errors appear in the logs.

atomic flume
#

vulkan doesn't seem to be running for me with settings enabled?

void nova
blissful elbow
#

is it unmodded?

void nova
void nova
blissful elbow
void nova
#

There are some, but they should not cause any impact: BetterHandbook, imblocker, precisepickedup, pinyinsearch, fontsettings. I will try enabling only komet to see whether this issue still persists.

void nova
atomic flume
#

even having nothing but komet prevents vulkan from working

void nova
atomic flume
#

i assume this has something to do with it

blissful elbow
blissful elbow
#

But I am currently building a different render path which doesn't require the Semaphone Extension

atomic flume
#

yeah same thing in client main

blissful elbow
#

Alright. I've put it up on my to do list

blissful elbow
void nova
blissful elbow
#

Since that is uncommon

void nova
atomic flume
#

speaking of esc, pressing it while in the f7/f8 menus freezes the game

blissful elbow
#

Okay I think I know where the issue lies

#

But I need some time

void nova
flat pilot
#

Apparently I got stuck after turning on vulkan on and reloading the world

#

I'm running CachyOS. How can I disable vulkan if komet only starts working after the world loads, it needs to be loaded to access settings, and the world straight up freezes after load so I can't even access the settings?

flat pilot
flat pilot
#

There might be an issue with rain particle collisions?

#

Because I get rain hit particle effects at the ground floor in the third story building

blissful elbow
# flat pilot

Oh that is wild, I see that you use different mods, does it also happen when all other mods are inactive aside from Komet?

void nova
#

I look forward to the next update being able to improve Vulkan performance on my computer.👍

blissful elbow
void nova
blissful elbow
#

The next update will have a lot of bugfixes with a ton of refactoring c:

void nova
#

By the way, will compatibility with shader mods be added in the future? Or will your own shader functionality be added (similar to OptiFine/Iris for Minecraft)?

blissful elbow
void nova
void nova
#

I look forward to the emergence of shaders as powerful as those in Minecraft in the future.

proven fern
#

I am running a GTX3060, 16GBof ram. My RAM is fully utilized, but my GPU and CPU are sleeping. My framerate is only at 20-30. I do play with Sheyder and DRT, but I don't get why they are so taxing when my GPU and CPU are barely used. Regardless whether it's 128 view distance or 512, it barely impacts performance. Is it really just a RAM issue?

blissful elbow
proven fern
#

My suspicions proved true: even without sheyder and DRT, frame rate is at 30. I'll test the new version and come back,

grave raven
#

How well does this compare to things like Optitime, Tungsten, Synergy, etc?

ember oriole
#

Optitime does different performance optimizations mostly and is also built into the forked client Optimum

sharp crypt
#

@blissful elbow heyo, in messing around in the settings screen I realized that komet doesn’t allow using the arrow keys like the default screen does for moving sliders. In vanilla you click on a slider to focus it, then can use the left/right arrow keys to fine tune adjust. This’d be something really nice to have in komet as well

blissful elbow
#

also the Creative Inventory Icon Bug is now fixed!

blissful elbow
#

(+ new fancy sliders)

#

(It's not perfect yet, but I hope you like it!)

#

I am currently fixing a lot of Bugs and Issues you guys have reported :)

sick storm
#

so how many more fps % do I get with this on average vs vanilla?

ember oriole
#

It’s also that, you’re likely not able to have your view distance set to a max of 1500~ blocks. With this you can and still have more fps than vanilla at your current settings

sick storm
#

this is the same thing?

blissful elbow
#

We use similar technologies

#

but we implement stuff differently

sick storm
# blissful elbow Nope

Do you know Special K app? For some reason it improves vintage story performance quite a bit, even tho it's not even designed to do it.

I just tested FPS on the same stuff and settings with and without your mod and special K and here are the results:

VS (vanilla): 44 FPS
VS (vanilla) + Special K: 60 FPS
VS (Komet): 60 FPS
VS (Komet) + Special K: 76 FPS

Running VS with Special K changes how the game reports its renderer from OGL to D3D11 (at least that's what RTSS is showing)

#

You should check this out and maybe idk implement some stuff based on it

winter herald
#

I'm just glad your journey took you through whatever you did in v1.2 because that gives me the most stable experience and still gives me the best 1% lows

#

I'm on a 2 core 4 thread potato with and integrated intel gpu tho

somber oak
blissful elbow
#

you have a huge log file. What is the Issue?

somber oak
#

it seems that when I open the komet hud my game gets a huge lag spike then it hits another time and freezes my game

#

I have areound 40ish mods

#

I think its a compatibility issue

#

oh

#

after disabling komet my game became much smoother and loaded a lot faster

#

but komet was preventing memory leaks and now I m having a memory leak...

blissful elbow
somber oak
#

thats a lot of turning of and on of mods

gilded cove
#

no need to click em one at a time

grave raven
#

I am noticing a memory issue as well, but I am not sure if it is this mod or not, but since I was using it, I am gonna investigate it.

grave raven
#

I was unable to tell if this mod was causing the issue or not, as I wanted to investigate a memory leak issue of my own I had

#

Mostly because the game froze

#

I do have an absurdly massive mod list, but I am pruning it a bit

grave raven
# somber oak thats a lot of turning of and on of mods

Sorry to ping again, but when you do come on, I think might be useful to list all of your mods. Because while I’m a glutton with mods and have 650+ mods at the moment, it is because I have so many that I probably share a few with you. And it’s possible those shared few may be causing some kind of issue here.

#

It could also be useful in finding weird conflicts

blissful elbow
#

KOMET 3.0.0-pre.2 IS OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#

A lot of bugfixes (like A LOT), even better performance, no semaphone extension is needed anymore and much much much much MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORE PERFORMANCE STUFF!

#

And a ton of Code Cleanup, I'll work on even more Code Cleanup and CodeQL Cleanup for 3.0.0-pre.3.

#

Let me know if you have any Issues. Always Include your log files!

somber oak
grave raven
#

Link to the former? I am getting quite a few options

somber oak
#

My lag spikes were gone my fps increased from 200 to 400 and crashes stopped completely

somber oak
#

Just type performance craft

#

I found it that way

grave raven
somber oak
#

No

#

its an ai generated photo of crafting grid with some stuff

#

I actually found this mod from the mods channel and gave it a shot and glad I did

grave raven
somber oak
#

Yeah

#

This one

void nova
#

@blissful elbow The Vulkan renderer doesn't seem to be working properly.

blissful elbow
void nova
atomic flume
blissful elbow
blissful elbow
void nova
twin dawn
#

Hiya o/ i tried the pre.2 version and had some chunks flicker in and out of existence so i tried the 2.0.0 but its still there, any clue on what im doing wrong?

#

VS 1.22.7 | Komet 3.0.0-pre.2 & 2.0.0

nvm it was a SheyderMod compatibility issue i just disabled that mod
(dont i love issues that i resolve right after asking for help...)

#

Really love the settings UI change btw

blissful elbow
blissful elbow
royal cedar
ember oriole
#

Optitime isn’t compatible yet right?

serene otter
#

optitime doesn't implkement any compatibility... optimum tries to

flat pilot
#

Could optitime be technically useable with Komet?

#

oh

flat pilot
serene otter
frozen sand
#

So... One of the players in my LAN world is receiving crashes, when accessing chests/containers on Shipwright chests. The Crashlog reports that Komet and Immersive Modular Backpacks are causing a fatal error...
As far as a bug report can get, without his logs.

#

Theres the log.

flat pilot
#

komet seems to not be compatible with optimum now?

#

because komet just turned itself off when i launched the world with the optimum client

blissful elbow
#

We are still working on a lot of things

#

styles :)

#

also more compatibility

#

unbind keys as wished

#

and much much more :D

#

it's still a bit buggy with setting defaults :)

#

This time I took some visual insiprations by the game Pragmata, but you can also set it back to the default Komet Style

#

(Also for Devs, you can of course create your own Styles and add them to the menu, with the Public Komet API :)

serene otter
royal cedar
#

I'm using the latest beta version and I'm unable to apply changes. The button is there and shows changes can be applied but nothing happens when I click it. I've also tried tabbing to it but it doesn't seem possible

blissful elbow
#

Pre.3 has taken a bit since I had over 100+ Bugs and Issues fixed I wanted to address

#

also done a lot of cleanup Stuff, added more API access for all Shader Devs, Ingame Docs and much much more

#

Devs should have it to have it as easy as possible to integrate their Shaders and Mods to Komets ecosystem

#

(Especially since there is a lot of demand for it :^)

#

That's why pre.3 will have native compatibility with DRTAgX, SheyderMod and Realsmoke by @fallow talon