Stationeers

Stationeers

208 ratings
Beef's SEGI Plus
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2.130 MB
Sep 23, 2025 @ 9:33pm
Jul 18 @ 4:39am
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Beef's SEGI Plus

Description
Beef's SEGI Plus
WARNING: This is a StationeersLaunchPad Plugin Mod. It requires BepInEx to be installed with the StationeersLaunchPad plugin.
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad

There is an in-game config menu with F11.

A modified version of SEGI (Sonic Ether Global Illumination) for Stationeers with shader fixes and performance options.

- 5 quality presets (Low/Medium/High/Extreme/Ultra Extreme VRAM Eater Pro Max)
- High Density Mode option at High/Extreme quality for twice the detail at half the range
- Lightweight Mode that voxelizes only emissive objects for maximum performance at the cost of more light leakage
- This lightweight mode is independent from the quality preset, so can be enabled/disabled to find the best balance for you
- Emissive Light Gain to control emissive brightness separately from overall GI
- Emissive Bubble option to prevent held items and suit from contributing to GI
- Automatic day/night ambient lighting that adjusts based on sun position
- Modified SEGI shaders to work properly with Stationeers rendering
- In-game configuration menu (Press F11 while in-game)
- Adaptive performance mode with strategy and target framerate options

Built upon the work of
Sonic Ether (original SEGI): https://github.com/sonicether/SEGI
Erdroy (initial Stationeers port): https://github.com/Erdroy/Stationeers.SEGI
and Vinus (previous implementation): https://github.com/TerameTechYT/StationeersSharp/tree/development/Source/SEGIMod

Configuration available through F11 in-game menu, StationeersLaunchPad config, or BepInEx config files.

Source Code: https://github.com/TheRealBeef/Beefs-Stationeers-SEGI-Plus
139 Comments
IAmTheRealBeef  [author]
Jul 18 @ 4:42am 
Small update with the new game update, adds an 'advanced' section to adjust occlusion biases, collapsed by default
Jul 11 @ 2:19pm 
This is a good mod, your nvgs for stalker are also 10/10
IAmTheRealBeef  [author]
Jun 24 @ 9:37pm 
Thanks for the kind words 🤗
Jun 23 @ 4:50pm 
glowy bits make glow, best thing to ever happen
Jun 12 @ 2:54pm 
just what i need .. thank you
IAmTheRealBeef  [author]
May 30 @ 4:31am 
Hey thanks for the feedback. This is a problem that is unfortunately not so trivial to solve. It is especially apparent with extra-wide screen (something wider than 16:9) and very large FOVs, but occurs in all situations.

One thing that can help slightly is to turn off the forward bias of the voxel volume, but it isn't a full answer and results in more 'pop in' when walking around. I don't yet know the full answer to this, and I already basically reached my cap of current skills when rewriting everything for performance, so I have to learn more shader magics before I will be able to come up with something.

I looked into cascaded maps (original SEGI had a WIP implementation of it) but this isn't the (full) answer here either, because the larger voxels at distance end up causing their even stranger artifacts since much of the lighting contributions we're replicating is from emissive objects and not purely the sun bounce lighting. The answer is yet something else
May 25 @ 12:59am 
One really annoying thing is some visual distance related with rotation. Depends on distance when you look at light it has proper light leaking but if you rotate camera to make the light just out of sight leaked light disappears. So it looks like lights turn off and on while rotating the camera.
The annoying thing is while running around you see some change on the edge and think something happened.
May 9 @ 2:07pm 
Oooh, shiny.
IAmTheRealBeef  [author]
May 9 @ 7:49am 
Good news for Linux Enjoyers

Segi plus now supports Vulkan natively so you can use -force-vulkan which has better performance than through dxvk (when you don't use a flag and it does its rendering in Dx11.1 through this translation layer)

There are other quirks of Vulkan not fixed here in the base game, but performance improvement is real
IAmTheRealBeef  [author]
Apr 19 @ 3:04am 
Hm shouldn't happen. It's possible there's some kind of conflict that has appeared or just some combination of settings that's causing it - I'll take a look soon as I'll be trying to get this working with Vulkan as well when the weather is bad. You're also welcome to reach me on Discord or create a github issue as well.