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.
505 messages · Page 1 of 1 (latest)
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.
Komet - Performance Mod
I've released the first Preview Build of 1.2.0.
Changelog:
Incremental Cull Cache Removal
Hi i'm DinoYeOldy from moddb.
Here's the vid.
As you can see i have high hopes for your mod
my laptop really struggling with game and capture even on low settings
I see, could you maybe type in chat .komet hitch and afterwards .komet report
When you did that, you can drop your log files here so that I can take a look.
Hera are the files.
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)
maybe something to do with that
Thank you for the logs, I will try to fix the issues for the next preview build:)
@honest wren
Well, the preview build is a... preview build, it's unstable with new stuff but sometimes it breaks ^^'
As this is a preview/beta build, there may be bugs, crashes etc.
@honest wren Try it out and let me know if everything works now :)
SHA256 Checksum: d80c94ed06854f9a8d7cdcfc7fd56272481df03e1efcbc11ab7ef4b99be9fb59 Komet_v1.2.0-pre.3.zip
Github Release: https://github.com/xToast-dev/komet/releases
Everything here answers a report from someone running pre.2, or follows from one.
https://mods.vintagestory.at/komet. Contribute to xToast-dev/komet development by creating an account on GitHub.
NullReferenceException inWeatherSystemClient.OnRenderFrame. pre.2 introduced a per-frame budget on the main-thread.komet replies follow the game language;assets/komet/lang. Missing translations fall back to the EnglishMeasureRenderStages setting is gone from the config class. It was never read.komet.json keeps working,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.
Culling/ → Komet.Culling, Measure/ → Komet.Measure). Not cosmetic: an editor ruleKomet 1.2.0-pre.4 released!
https://mods.vintagestory.at/komet#tab-description
(patchnotes to big, therefore an cool image :))
(again the patchnotes are so big, that I need to put it in an image ^^')
Also now with a new Iocn drawn by me in Aseprite!
Please report any Issues here or on the Github Page!
Hi! Really like to see more optimization mods, thanks a lot for that
I wanted to ask if this mod has some other incompatibilities, as im getting worldgen stuck in a loop when using this mod
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
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
Thank you for also providing the Version Numbers of the Mods!
I'll wait till you include your log files, since otherwise I am sadly not really able to resolve the issue :/
How good is this can people confirm, is this better than optitime and tungsten?
Its pretty good
You can try both and see which one runs better for you
Hmmm
I'll have to test it out
Personally ive got better performances after switching from optitime to komet
Dunno about optimum
Could also depends on what is causing your lag
The main difference is that i get a the occasional random crash more often and that stuff like crafting or shadows are choppy
Sorry for not posting the log files, the 1.2.0 release seems to have fixed the issue, the world now generates without problems
Hmm crashes is pretty huge I want to create a heavy modlist for a server so I can't afford performance mods who causes more problems then fix
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.
@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
Heya, I am currently programming a full rewrite of Komet, I will keep you updated, when I release it! :)
Thank you!
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"?
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
server mod list:
narrowing FoV seems to SIGNIFICANTLY boost fps
I'll also include this
hope it helps with development!
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
Thank you! And yes that helps!
I have a problem thst only started to show up when i started to use Komet
At random intervals, there will be moments where the game freezes for a few seconds
Any idea of what could be causing it? It doesn't seem to be triggered by any action in specific
I don't recall this happening when i didn't have komet installed
This seems like the garbage collector doing stuff.
Currently I am not really able to help you, since I am doing a full rewrite of the entire Mod.
If you're adventurous you can tweak a lot of settings in the komet.json File! (It's in the ModConfig Folder!)
I understand and i'll be looking foward to the mod rewritte, but do you know aleast what settings i could tweak to help with this
well, there are a LOT of settings, but you could try out some of the gc settings like disabling "LowLatencyGC"
something ssomething komet 2.0.0 hud & new profiler
that is much cleaner than the old one
Well, I've continued to work on it
there are now three settings
compact, normal and detailed
I wanted to make it easier to read
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
well these Windows shown here are written with the Inbuild Cairo so I am not able to make it draw above anything else sadly yet.
(Atleast I haven't found something that'll do it)
Komet
able to let us move them?
yes, that is possible :)
But I need to implement it
Yes you can :)
splendid!
New Settings Panel :D
Yep, i got better framerate, also my chickens become astronauts 👍
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()```
)=
(komet, smithing plus)
smithingplusplus gave me the same error
both on startup
every time
https://mods.vintagestory.at/komet
_ __ ___ __ __ _____ _____
| |/ / / _ \ | \/ | | ____| |_ _|
| ' / | | | | | |\/| | | _| | |
| . \ | |_| | | | | | | |___ | |
|_|\_\ \___/ |_| |_| |_____| |_|
v2.0.0 // Vintage Story 1.22
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
optimum compat y/n? :3
sadly no, but @serene otter and I are currently in talks regarding this possibly in the future
hell yesssssssss
also for all the devs under you, you have now MUCH MUCH more tools to test the performance of your mod!!
you can toggle, move and dis-/enable any window!
Komet - Performance Mod
AAAAA LETS FUCKING GOOOOOOO
btw. since you are a dev, that might be interesting for you!
https://github.com/xtoast-dev/Komet#options-menu-and-api-for-other-mods
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!)
woah
also something something faster chunk loading
Aww mate amazing work there!
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
Worldgen mod compat?
nope
Landform replacement mods should work in theory, right?
Whatever only patches landforms.json
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
Oh you meant that, yes this should be compatible ^^'
I meant in general, just wanted clarification
What is or isn't
Oh, content mods should be all compatible :)
Just other Performance Mods would be a bit funky and are incompatible, but Komet logs it and drops it into your log, so you can see, what might've bricked it.
Komet automatically disables modules which interfere with other mods
Well, it seems like a Swap/Driver Issue but I am currently on it b:
maybe you'll know if you see this gif on what I am building
I forgor, what's the ytt situation
Know tungsten/synergy/optimum have dubious compat
But I haven't tested solely with komet just yet
I am in talks with the developer of these Mods (@serene otter), compat between these mods and Komet is still unknown
however Optimum and Komet shouldn't crash together anymore since he and I implemented an anti crash patches
And transport tycoon?
That suite of mods (optimum, tungsten etc) + stratum doesn't work with the mod
So komet should be a good alternative if it does work, this I cannot check rn tho
Synergy and tungsten aren’t maintained anymore as they have been fully added to Stratum besides synergy’s minor client part
So they wouldn’t be compat unless another mod does that themselves
well, they are maintained, yes, but not high priority xD
about compat, peeps, calm down, it's not been a day komet 2 has been released...
Fully compatible with it and also Collapsestory :)
If you receive any issues, lmk.
yes ^
Damn, also using collapsestory
Great
For updates to new game versions and maybe some compats. So I guess that’s maintained I meant not new updates/changes to them
Stratum and YTT should be compatible soon and remain so as best as possible
All good haha both are very new and big changes
stratum works out of the box :)
It was made in mind with it
Since Komet has patches both for the Server as well as for the Client :)
maintained until 1.23 drops nad has more ooportunities XD
Yeah haha fair not much to change in between and it’s gonna be such a big change to everything
thats not good, Extra Overlays didnt crash with Komet before
ah it's because extra overlays is on an outdated version of dotnet ok
also, through trial and error I found that Advanced Chat and its dependency, Gui, cause the game to crash without a crash report
So is the issue resolved?
well, extra overlays fork for 1.22 might help, but Advanced Chat still crashes
it could be related to my system configuration, as the client log mentioned missing gtk3 support, but there is no direct crash cause logged
Hm could you maybe try to figure out which mod interferes with Komet? So I can take a look and search for a possible fix
Maybe I‘ll open an Discord just for this Mod. @crude dagger wanna help out?
I checked the mods one by one, it is Advanced Chat and its depencency. it uses a renderer separate from the vanilla gui element rendering so it makes sense
Hm I see, so this is what it bricks. Maybe the Developer of the Mod could make a compat patch to use the proper renderer
Perchance
Send you a DM! @crude dagger
👍
bug? foliage color not updating, color seems to match the yearly temp average of the area, not current
on it
please provide your client-main.log file
any grass at sea level acts strangely as well, it does actually follow temperature correctly
and does it return to normal, when you disable komet?
yup
Could you disable Sheydermod and join back in and give me an updated client-main.log?
I need to pinpoint down on what causes this
ok, i did suspect it may be sheydermod but let's see
... doesn't seem to be directly caused by sheydermod at least
quick check with natural foliage off... nope
expected, but
confirmed to be one of my mods
Could you try pinpoint it down?
Doing it rn
this might be a really dumb way to test...
but is color somehow applied backwards as well??
what the
@blissful elbow
i figured it out
it's snow cap melt fix
and now, the reason said mod exists...
it was definitely something weird... maybe just a side effect of whatever is going on
but it was interesting non the less
genuinely have no clue how foliage color got fucked up so bad by one mod that doesn't even touch this feature directly
-# whoops, guess it does
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
I use snow cap melt fix, sheydermod and komet, I dont see "PatchColormapShader" any any mod config or in clientsettings.json 🤔
really?
or are you on an ancient version
hmm checking
oh wait some other snow cap mod I have... nvm, need to do more "research" 🙂
heh
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
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
granted, the entity count is remarkable, but I wanted some kickass cheese numbers
Heya, it will be even better, I am currently working on implementing my own custom Vulkan renderer and a fully new Culler
So that'll be no issue anymore
Could you maybe share some screenshots with me and also provide your client-main.log file
Yeah, sorry
but that'll take some time, currently it's very very very w.i.p. and buggy
Answer from Real Smoke dev
I'm in contact with him :)
yeah, I see, good to see interaction between moders
i wonder how shader incompatibilities can be avoided in the future
since how well a shader works in a given renderer specifically relies on assumptions made about said renderer
generally
Well, they'll continue to happen but we can just fix and make it better
its true
i want to get into vulkan at some point
especially since you mentioned working on a renderer rewrite
in vulkan ^
im doing some opengl stuff today
ive never actually dabbled in multi-pass rendering myself so today i am doing just that
Hybrid Renderer :D
Vulkan will take over everything
all of my rendering stuff in this voxel demo is done via single-pass
i can do a lot more with multi-pass rendering, especially SSAO
opengl just composites the image in a single pass
sooo the gui and particles will still be on opengl until I find a better solution
im also working on a complete rewrite of my chunk mesher and renderer because im changing the mesh vertex layout
ohh icic
But I'll write an extended API so Mod Devs can utilize my Vulkan Renderer better
You can always help out :D
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
so no more greedy quads, but i'll only use 64 bits per voxel face
rather than 128 per quad
and itll also better support shading and lighting
oh that'd be sick
i wish to at some point soon
ive never touched vulkan before, and ive never done VS modding
well it's pretty fun
i want to play with komet sometime soon and see if i can get a dev build working on my machine
but you need to tell vulkan to do a lot
so i hear
If you need any help with that, let me know!
i will :)
Maybe I'll make a badge for devs :D
yay yay
so that they can pin their mod on it
lmao
splendid!
guys and girls
I am tired, the Vulkan Renderer is now fully integrated
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)
Ehmmm 7% is still like 9fps for me
I'll take it gladly
Well, it's still not my quality standard ;)
7% more graphics bs I can install to offset my performance gains
test with some mods to see how many crash 
Well ;) Let's see how many will break haha
👍
@fallow talon @atomic flume @serene otter 👀
witchcraft
bu why, it good
and as always everything is moveable!
(+ ofc. a german button)
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
unbelievable
also for modders, you can actually see what's dragging your performance down (still, that window is heavily w.i.p.)
@fallow talon did a wonderful job with Real Smoke, it's performant AF
also it pops up a message on WHAT is causing lag :)
Is it possible that 2.0.0 could’ve reduced performance on some devices? Does it enable anything more intensive by default?
Yes, it was rebuild from the ground up and was more or less a big big cleanup.
In the next release, you'll get better performance
Hmm, alr. Well forests are causing me lag again, generally the worst source of lag in the game yk.
Already fixed that issue in 3.0.0 :D
Already going to 3.0???
Yes, since it's a huge feature Update :)
Anyway, how’s it fixed/reduced?
Well, Vulkan, Better Meshing, APIs for other Mods and much much more!
I spend the past few weeks on it
I was wondering if you applied a whole bunch of instancing to all the leaf models
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
Trees are my biggest weak point performance wise.
hi, does komet focus more on graphical performance or would it help with memory issues too?
Currently it only does CPU, GC and GPU optimizations, menory stuff is also in the future planned. However, I am the sole developer and maintainer of Komet, therefore I try to make it as best as I can.
@fresh rose this might be an option to see what's causing problems
Oooh that’s looking awesome
Well, it took a hecking TON of time, especially the Vulkan part
therefore I wanted to make a quick showcase video like old Mod Videos haha
I can tell, It looks really sweet,
well, without @twilit wraith and @visual ore, I wouldn't have dug me this deep into Vulkan, so you can thank them BIG TIME :D
Yay yay
And as always, it's still a drop-in Mod!
so no seperate Installer or altering ANY dotnet Settings :D
Amazing work @blissful elbow!
VS modding is so versatile 😭
Thank you! ( Komet x VSPT Compatibility ??? 👉 👈)
I have had more fun modding VS than I have playing it, and that's saying something
Lol is that so !?
I hope so! I am not even thinking about mod compatibility at the moment. Just trying to get base 100%
They made this game more modular than Roblox for the heck of it it’s so funny and awesome
That's alright, you can hook into the Public Mod API of Komet, so you can tweak even stuff for your Mod if it's running with Komet :D
I find it still funky that I basically 8-10x my Performance
HOW much 
Also on a 5500? That's convenient
Yes and it will be released tomorrow :)
My 5600g is nearly identical
https://www.youtube.com/watch?v=fHqIu1lJV_0
I uploaded as well now the Video onto Youtube :)
Can't wait to maybe possibly hopefully get more than 50fps in a modded forest
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
Yes, it was about control. The point was to remove specific costs, not to switch APIs for its own sake.
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)
doesn't Vulkan run worse than OpenGL on nvidia cards specifically, or is it up to dev's implementation?
You don‘t need to restart the game! Everything is dynamically loaded, so you can swap it ad-hoc!
Devs implementation.
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 :/
Oh that depth fragment optimization is actually sweet.
The occlusion and culling passes sound super convenient as well
You make me want to get into vulkan
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 :)
WOOT
i'll try it out 🙂 i do have an nvidia GPU, so if there's anything i should look out for that would help optimise for nvidia let me know
Yes, if you see any weird artifacts, visual glitches etc. let me know!
But as mentioned above, it's a pre release, so it's still buggy somewhat
is it fully clientside?
ill be testing it on a server with like 300 mods so im definitely expecting something to go wrong haha
Yesn't universal!
It can be run both on the server & clientside
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?
Yeah!!!! Looking forward to giving it a go!
My laptop has Intel arc graphics so can see if that causes any issues, it’s also linux
Btw, wow that was fast
After running .komet debug (yes, /komet debug does not exist), the rendering of the modpack with 98 mods returned to normal.🤔
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.🤔
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
This is actually a feature I implemented with lazy GUI, since the Creative GUI causes sometimes really heavy lag spikes.
But I'll take a look
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.
vulkan doesn't seem to be running for me with settings enabled?
Have other shader mods been used? I have found that other shader mods may cause Vulkan to fail to take effect, presumably because the same method has been patched.
Yes ^
Hmm I see I see, what kind of GPU & CPU are you using?
is it unmodded?
i5 9300h + gtx1650
unmodded?
so are you running the game with other mods aside Komet?
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.
The same issue also occurs when using only Komet.
even having nothing but komet prevents vulkan from working
It may be necessary to check the game logs for any relevant information.
i assume this has something to do with it
Correct, could you provide me the client-main.log File?
Yes, that might be it actually, the Hybrid Renderer needs that instruction
But I am currently building a different render path which doesn't require the Semaphone Extension
Alright. I've put it up on my to do list
Hmm, does the Hud show any Spikes?
Uh, after pressing ESC, the game screen froze completely, and the HUD information remained as it was before the freeze.
Hmm, since you're running on Linux, what does your DE and Kernel say?
Since that is uncommon
speaking of esc, pressing it while in the f7/f8 menus freezes the game
me too
🤔
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?
try going in config?
komet-hud.json?
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
Oh that is wild, I see that you use different mods, does it also happen when all other mods are inactive aside from Komet?
I look forward to the next update being able to improve Vulkan performance on my computer.👍
I'll ping you when I'll release it :D
The next update will have a lot of bugfixes with a ton of refactoring c:
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)?
The second one!
Every Mod Dev can already hook into Komet and disable features and even add their own Settings in the Komet GUI.
I look forward to the emergence of shaders as powerful as those in Minecraft in the future.
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?
You should try out running the newest 3.0.0-pre1 Version
My suspicions proved true: even without sheyder and DRT, frame rate is at 30. I'll test the new version and come back,
How well does this compare to things like Optitime, Tungsten, Synergy, etc?
Tungsten and synergy are server performance mods, not client. Both are built into Stratum, the vanilla server fork
Optitime does different performance optimizations mostly and is also built into the forked client Optimum
@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
Already on my todo list! Next pre.2 will have this included!
You can now utilize your Arrow Keys as wished! :D
(+ 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 :)
so how many more fps % do I get with this on average vs vanilla?
Quite a lot more, exact # not sure
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
this is the same thing?
Nope
We use similar technologies
but we implement stuff differently
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
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
is komet causing problems?
Could you please elaborate a bit
you have a huge log file. What is the Issue?
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...
Could you try running it only with Komet and tell me if the spike issue still persists.
thats a lot of turning of and on of mods
open the mod map, put the mods you need to turn off in another map for a second and then put em back in afterwards
no need to click em one at a time
You could also just delete all but Komet, or at least, move everything but Komet out of the folder
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.
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
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
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!
I have fixed my issue I just had to download crafting grid performance enhancer and switching my smithing plus mod with plus plus one
Link to the former? I am getting quite a few options
My lag spikes were gone my fps increased from 200 to 400 and crashes stopped completely
I cant remember the name
Just type performance craft
I found it that way
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
Are you running Komet aside other Mods?
I tested using only Komet, and the problem didn't change
yeah vulkan still doesn't work for me.
Found the Issue, thank you for the detailed report! The next pre.3 Build will have it fixed!
Found as well the Issue. It was a missing library!
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
Thank you :D
I am in talks with a lot of Devs so that we can get native compatibility between Shaders and more!

Disabling the Sun Shadows fixes this
Optitime isn’t compatible yet right?
optitime doesn't implkement any compatibility... optimum tries to
So, should I just disable optitime until it does?
well, there's no planned compatibility layer from komet/optitime. if some of them conflicts with each other, you'll have to disable either one
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.
komet seems to not be compatible with optimum now?
because komet just turned itself off when i launched the world with the optimum client
Correct, but for Optimum & Komet there is
We are still working on a lot of things
styles :)
something something pragmata
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 :)
indeed.
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
This is a fixed Bug in the newest pre.3 release :) It will release this week!
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