RimWorld

RimWorld

Graphics Settings+
884 Comments
Wolf Renegade Sep 3 @ 6:35pm 
Would it be possible to add a scroll wheel to the memory tab?
VitaKaninen Sep 1 @ 12:39am 
@TheBoogeyMan, how did you create the textures in the first place? Use that same tool to delete them.
Maxim  [author] Aug 31 @ 10:57pm 
This mod does not convert any textures, it only allows loading .dds.
The latest RW patch however, which added .dds loading, throws errors instead of falling back to other file types.
TheBoogeyMan Aug 31 @ 10:52pm 
How do i remove all of the DDS files this mod converted? Its causing textures to break and not load properly. I know its this mod as it never happened before i added it. I wanna play a new game but cant cause this keeps messing my textures up
Porknelius Aug 31 @ 7:29am 
@Eventide Same here. Others, go to settings in Rimsort and make sure you're using Topologically and that the box for 'Use dependancy rules for sorting' is ticked. I've used this for 2 months with modpacks over 500 and never had a problem.
Eventide Aug 30 @ 1:22pm 
@Seth'cor, I've never had a single problem with sorting with Rimsort. You can always edit the rules in the app itself for the mods you're having a problem with. Can submit it to the community rules too so it'll fix for everyone using the community rules.
Seth'cor Aug 30 @ 12:43pm 
Rimpys sort function still works well, though its a fairly simple thing to do, haven't had Rimsort sort mods in a way that works yet, it keeps wanting to load mods with dependencies before their depended mod.
GodzillaNaps Aug 29 @ 2:01pm 
Eventide -- thanks for that info. I had no idea and was just now troubleshooting that.
Eventide Aug 29 @ 11:06am 
Seth'cor, Rimpy has been breaking things for a while now. Rimpy is a few years out of date.. Switch to Rimsort for something actually still updated and supported.
Seth'cor Aug 29 @ 9:57am 
seems the fallback of loading PNG feature s being overwritten by the new in game DDS loading.

Also seems the Rimpy converter just breaks things.
BRSaura Aug 29 @ 3:32am 
@Magnum Where are those DDS files? In the mod folder themselves? Because there's nothing in the Appdata
Magnum Aug 29 @ 12:43am 
Just for those with question marks as texture replacement. It is not this mod. Rimworld now supports dds files without any mod. But in contrast to this mod - without a fallback to the original texture.

To fix: Either delete all the dds files or just the one that are invalid.
Dewa Aug 28 @ 11:51pm 
"Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality."

o7
Eventide Aug 28 @ 7:21pm 
The mod still gives the mipmap bias setting and memory analysis just like Maxim has just recently said.. So the mod is still needed for those.
Vivi Aug 28 @ 7:07pm 
o7 thanks for all the fish
PROVIDENCE Aug 28 @ 6:26pm 
So this mod no longer needed now?
FlyOnTheWall Aug 28 @ 5:02pm 
o7?
Anemia Aug 28 @ 2:46pm 
the base game added support for DDS and didnt even make a big deal about it
Darkstar Aug 24 @ 3:39pm 
FWIW, this mod is still super useful with the new unstable beta. The game throws red exceptions whenever it can't load a dds file. This mod switches those to warnings and loads the png files instead.

I'm betting that folks will be complaining about a lot of missing texture errors if the devs leave it as is.
jpinard Aug 24 @ 1:33pm 
Fantastic! That will be awesome Maxim.
Maxim  [author] Aug 22 @ 8:30am 
I will most likely focus on texture settings like mipmap bias and memory/resource analysis then
Eclipse Aug 22 @ 8:28am 
https://www.reddit.com/r/RimWorld/comments/1mq4snm/odyssey_qol_patch_on_unstable_164552_rev385/

With vanilla dds implementation what is the future of this mod?
asvc Aug 22 @ 4:24am 
This mod will be maintained as a setting mod that alters mipmap bias and so on right?
bradson Aug 22 @ 4:12am 
Correct, on the unstable branch. It still has the same old blurry default mipmap bias though
asvc Aug 22 @ 4:08am 
hey guys, rimworld now has official support for dds!
GhostLiner Aug 17 @ 1:25pm 
Hey, it seems mods are starting to use assets bundles more and more, which lead to dds not being generated/taken into account and being blurry as a result. Is there anything possible to fix that ?
bradson Aug 16 @ 5:00pm 
The portrait literally is the whole impact with unity's IMGUI there. It redraws every frame, vanilla has it done uncached, recalculating a lot of pawn data every time. Again, just profile with dub's analyzer. It's all visible there. Right click to profile internals. Make sure to compare against the vanilla implementation too.
bradson Aug 16 @ 4:58pm 
I prefer proper measurements with profiling tools over users commenting theories and beliefs myself. That mod has always been faster when directly compared against the vanilla implementation
Eventide Aug 16 @ 2:45pm 
@bradson Go ahead and look at the mod page comments. Recent comments have said there have been performance hits with CM's colored mood bar. You can say it's faster, and I know it's better than vanilla, but that doesn't mean the impact isn't there for some.

As for the hiding of portraits I don't see how that would reduce impact since the portrait is just a picture of your pawn in the current clothing. Unless that's somehow constantly updating when not necessary. I've never checked nor had any problem with it. Went looking when you mentioned it and I don't see anything about portraits when it comes to performance. Not saying you're wrong, just I haven't seen anything on that.
bradson Aug 16 @ 1:57pm 
CM's mood bar improves performance. It's a replacement for the vanilla bar, and one that is faster than ludeon's implementation. Colony groups can also be used to hide portraits in groups to further reduce their impact
Eventide Aug 16 @ 12:34pm 
You could try things like sorting your mods better with RimSort. There could be incompatibilities causing you to get performance hits. As for the performance analyzer, you mostly just leave the game running and go through the different categories looking for high spikes or just generally high tick rates. Things like jobs, bills at tables, etc will cause a lot of performance problems. Like simply turning off firefighting in the work tab could improve performance a lot.

For the mods causing the most impact on your TPS you're looking for mods that add to things. Like Camera+ can have an impact. Mods like CM Color Coded Mood Bar can have major impact.. someone recently mentioned for that mod their TPS was reduced by like 150 just having it on.

So go through and find all the mods that add to the game in more ways than just textures or items. Look for mods adding entire new features and such then try disabling them and see if there's a performance increase.
Hominus Aug 16 @ 12:12pm 
Then I'm at a loss, I already use Slower Pawn Tick Rate, Performance Optimizer, disabled plant wind sway, and I avoid mods that change pawn behavior or path-finding. Things already get laggy after 5 or 6 pawns after just one quarter so I was hoping that by reducing the amount of textures mods I could improve my performance.

Sorry If its a bother, but do you have any other advice that could help me? Or do you know of a good guide I could use to better learn how to use the Analyzer? I only know to check the harmony patches tab and world-tiks.
Eventide Aug 16 @ 11:29am 
@Hominus, if you only have 2gb of VRAM adn 8gb of RAM you should be fine when it comes to texture mods. It'll just take longer to load the game initially. They shouldn't affect performance if they're just better/more textures (like Vanilla Expanded Textures). The main performance hit on the game would be CPU-based like pathfinding changes or anything with more calculations like production benches and all their bills.

A reason you may be having TPS issues lately is because of the 1.6 changes to things like I mentioned. For Rimworld the most limiting thing is your CPU. Since it's a 2D game all of the textures are simply pictures. Once they're loaded into the game they have no performance impact whatsoever.

You might want to get like Dubs Performance Analyzer for the optimizations as well as something like Slower Pawn Tick Rate and Performance Optimizer. They help patch some things that really eat at performance.
Hominus Aug 16 @ 10:57am 
I apologize if my questions are a bit basic, I'm just trying to understand which mods are mostly responsible of my low performance and should get rid of. My laptop is quite old but I don't care for loading times, only in-game TPS. Therefore I'm wondering if mods with high VRAM impact like like Vanilla Backgrounds Expanded and Clean Textures could be eating up my tps.
Hominus Aug 16 @ 10:37am 
I've heard those mods should have some impact on performance, but personally I don’t notice any difference when loading them on a vanilla colony I use for testing. Maybe they do affect performance on regular games but it doesn’t show up clearly in that test setup? Also, I’m not really sure how to measure each mod’s impact using Dubs Performance Analyzer other than looking if it shows on the Harmony patches tag. Is there somewhere else I should be looking for?

So, are you saying that textures don’t matter much unless I’m running out of RAM, and only then they could affect TPS?

Thank you for your aid.
bradson Aug 16 @ 10:23am 
Just from those mods you listed, camera+, custom portraits and better trees do come with a performance hit. It's often useful to profile with dub's performance analyzer. Memory usage of textures starts mattering a lot when running out of memory, as lookups from page files in storage take many times longer
Hominus Aug 16 @ 10:17am 
@Eventide you seem to know your stuff, may I ask for your advice?

I play RimWorld on an older laptop with 2GB of VRAM and 8GB of RAM. Could mods with high VRAM usage (like Vanilla Expanded Textures, Vanilla Expanded Props, and Clean Textures) be affecting my in-game TPS?

I used to be able to play comfortably with small colonies, but that’s no longer the case. I currently run all Vanilla Expanded, Alpha and Rimsenal mods, with almost nothing outside of those collections that could be impacting performance (mostly Style mods, camera+, custom portraits, better trees and clean textures).


Any advice on what I should do? If cutting down on VRAM usage boosts TPS, I might drop mods like Vanilla Props, Vanilla Textures, and others in that category.
Eventide Aug 16 @ 8:23am 
@ZCW VRAM and RAM are different mostly in speed and usage. VRAM is typically faster and only used for video (textures and such). RAM is used for pretty much everything else like holding something in memory for faster use later.

The mod shows your VRAM usage but that being maxed doesn't necessarily mean you need to cull any mods, but using up 12gb of VRAM is kind of insane lol Might want to check for redundancies at least. A problem with Rimworld is it loads all textures even if you have something overriding those textures.. so like if you have 2 mods changing cotton both cotton textures are loaded in memory and the one last in load order just is shown and the other sits there. A good part of VRAM and RAM is if the VRAM fills your PC will utilize RAM instead. It's slower but you should only see any performance hit on the initial loading of the game.
bradson Aug 16 @ 6:34am 
Supposedly for performance reasons, but I've found benchmarks for the voodoo5 5500 from 25 years ago that already struggled measuring any difference back then and ofc there's no measurable tps or fps difference with different bias values on any hardware I have access to either
bradson Aug 16 @ 6:31am 
The unstable update doesn't change anything about rimworld's low quality mipmap bias setting
GhostLiner Aug 16 @ 5:55am 
Hey so in the latest unstable branch DDS support seems to be part of vanilla and will be for the next stable update or so. Will this mod still help with graphic quality or will it be obsolete ?
Maxim  [author] Aug 16 @ 5:38am 
Yeah it shows every mod that has at least one texture in it's Textures folder, this can be UI, terrain, anything really!

So basically: This mod only shows an estimate, not a rule ^^
ZCW Aug 16 @ 4:45am 
Ooooo ok, tbh I don't understand lol. I see bar 12gb maxed out and text system cannot, I go oh no... I also noticed a lot more mods are being loaded in, including mods without graphics? but like only 50mb or smaller, but it adds up at 300+ mods
Maxim  [author] Aug 16 @ 4:29am 
Not necessarily! The situation is more nuanced than pure VRAM limits.

The tool shows an estimate because Unity keeps textures in both VRAM and RAM simultaneously in many cases. You should only cull mods if there's actual performance issues like low FPS or high usage in task manager.

I'll need to improve this further at some point.
ZCW Aug 16 @ 4:14am 
oooo ok... damn... I gotta cull a lot of mods...
Maxim  [author] Aug 16 @ 2:10am 
It has been updated to show VRAM and not system memory.
ZCW Aug 16 @ 1:00am 
does anyone know why it's showing a 12gb memory cap when my system has 32gb memory (which it used to show prior to 1.6 update)
Eventide Aug 14 @ 9:00pm 
@jpinard, It does nothing on its own. You have to use a program like RimSort to optimize the textures (convert them into DDS files) and then it'll speed up any mod. There's no incompatibility really aside from it not working on vanilla textures.
jpinard Aug 14 @ 5:04pm 
Does this work with Vanilla Textures Expanded?
VitaKaninen Aug 3 @ 12:26pm 
I understand. I am not saying there is something wrong with this mod, or that the author needs to do something about another mods' problems. I am saying that the conversation topic is related to this mod.