RimWorld

RimWorld

Star Wars - Fully Functional Lightsabers [Deprecated]
Redeye Mar 10, 2018 @ 9:14am
Lightsaber Causes massive lag
anyone else having this issue? I got from 60 FPS down to 15 when I have 1 pawn wield a lightsaber. When I deactivate it but stay in combat I got back up to 60 FPS. Curious if anyone else is having the same issue, and if so, how did you overcome it? I have a gtx 970 so I don't think its my PCs fault here. Is the load order to blame? any tweaks I can do such as remove the glow?
< >
Showing 1-15 of 31 comments
Seedling Mar 15, 2018 @ 11:44am 
I too am getting a large hit when the lightsaber is activated, the likes of which only the laboratory in TW:WH2 has been able to induce in my rig of late... Any ideas anyone?
Redeye Mar 15, 2018 @ 6:01pm 
I turned all my mods OFF and turned on the SW mods and w.e it needs with it in their perfect order. I then loaded all my 200+ mods after and the lag stopped for me
Last edited by Redeye; Mar 15, 2018 @ 6:01pm
-bRaNdY- Mar 31, 2018 @ 8:24am 
I had the same issue. I went through all of my mods and after removing "Dubs Skylights" from my Modlist, the lag was gone. No idea why this mod causes that weird lag but it works fine now.
Casval Apr 5, 2018 @ 5:03am 
I can confirm massive lag when lightsabers are activated.
Бабушка May 18, 2018 @ 6:15pm 
Is there a reliable fix for the lag? I drop from 60 to 20 every time one saber is activated, and from 20 to 5 when there are more than 1 active saber
Tal'Raziid Jul 21, 2018 @ 2:28am 
bump. Never had this issue before with this mod but now i have it :(
HelsBane Sep 11, 2018 @ 11:22am 
I had to disable this mod for now, as soon as I draft a pawn with a lightsaber my fps drops to a crawl.
Redeye Sep 11, 2018 @ 10:42pm 
try changing the load order up. Make the mod last in the list maybe but you have to disable the mods first then re-enable with the new setup.
jojobe Nov 1, 2018 @ 8:13pm 
I have the same issue.
Novaris Nov 9, 2018 @ 4:57pm 
I did a patch on my local copy of this mod. I changed the code in SaberGlow.cs from CompTick to CompTickRare (which means glow is only calculated every 350th tick) and recombiled using VS2017. Worked like a charm, lag gone. Sure the nice glow is now not following the pawn anymore but the next trial will be to do a position check before triggering a redraw and fitting the redraw rate to the walking, that should help in my opinion until a real fix arrives.
Redeye Nov 9, 2018 @ 7:52pm 
Yeah Novaris - that sounds awesome man! Did you upload it to github or something? Mind if I try it when you iron it out?
Бабушка Nov 9, 2018 @ 11:11pm 
What you said before Issah with changing the load order up is what worked for me. Making the mod last in the list fixed any and all lag.
Novaris Nov 10, 2018 @ 3:53am 
Unfortunately I'm not so used to git, but if you want to try it you can use this link for the moment, its the dll that already uses the position check algorithm (lag gone as well, but give it a try). Just place it in the mods 'assembly' folder overwriting the original there and give it a try. To get the original just unsubscribe and resubscribe.
h t t p s : / /www . mediafire . com/file/5aetg81h84596o4/SWSaber.dll/file

the checksum sha256 (for those who are concerned about viruses) is 741e4a585b8471bd34daab51c4d6b927a29f962bbaa7b69e19660ea4a89eb69d, here the virustotal result:
h t t p s : / / www . virustotal . com/de/file/741e4a585b8471bd34daab51c4d6b927a29f962bbaa7b69e19660ea4a89eb69d/analysis/
Last edited by Novaris; Nov 10, 2018 @ 3:59am
Redeye Nov 10, 2018 @ 11:09am 
Originally posted by Baby Whacka:
What you said before Issah with changing the load order up is what worked for me. Making the mod last in the list fixed any and all lag.
Thanks for confirming bud
Бабушка Nov 10, 2018 @ 6:51pm 
Originally posted by Issah:
Originally posted by Baby Whacka:
What you said before Issah with changing the load order up is what worked for me. Making the mod last in the list fixed any and all lag.
Thanks for confirming bud
Want to clarify further, I have been using this literally since you suggested it back in September. Any time I add aditional mods, the lag would return until the mod was moved last again, so I know this to be a viable solution
< >
Showing 1-15 of 31 comments
Per page: 1530 50