Garry's Mod

Garry's Mod

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Aggressive Culling Tool
   
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build, Roleplay
File Size
Posted
2.347 KB
1 May @ 3:09pm
1 Change Note ( view )

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Aggressive Culling Tool

Description
What is this?
This is a toolgun which applies "aggressive culling" from the Draconic Base to any entity you fire it at (other than the world or players). This is aimed at helping to improve performance on poorly optimized maps or even properly optimized maps that may have a lot rendering at once.

How does it work?
A very, very simple check of if the center of the object is obstructed by the world or not from the player's view. It is called "aggressive" because it's both cheap and also likely to have some instances of small objects blocking a view from rendering. So with that in mind, be mindful of what you apply this to.

For a more technical breakdown of what this does:
  • Aggressively culling objects within a close proximity of you will use standard culling, as to prevent issues.
  • These objects beyond that "close proximity" use a simple QuickTrace to determine if the world is blocking your view to them or not. (This trace will not run if the object is off-screen or outside of standard visibility)
  • Beyond a very far distance, the object stops rendering entirely.

"But won't that mean I can't see anything from super far away?"
Yes, but with an asterisk. Draconic's aggressive culling system gets the difference from your intended FOV and will disable aggressive culling when it detects you as "zooming in". So stuff like weapon scopes, binoculars, or even the stock suitzoom bind will temporarily disable the render distance limit while doing so.

"I own a server with an extensively made base/city, can I make this behaviour persistent?"
Yes and no. This system does not (can not) support standard persistence reliably, but my "Map Entity Modifier" has support for many addons including this one. A note of warning, while running a QuickTrace can be much faster than rendering a ton of high-poly and high-material-count models, it can add up to just as bad of a performance problem if you attempt to use it for everything. Try to only use it for stuff like weapons in an armory, props inside bunks, things that are obscured from view by the world in isolated spaces and only that are likely to be causing framerate drops to begin with.

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18 Comments
Cherrie_The_Shifter ΘΔ 5 Aug @ 6:37am 
Alright cool thank you 😊
Vuthakral  [author] 5 Aug @ 4:43am 
They both use the same subsystem of Draconic, so yes.
Cherrie_The_Shifter ΘΔ 4 Aug @ 12:08pm 
will this mod work with
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489442808&searchtext=culling
ikr dumb question, Anyways im trying to get max performance
Vuthakral  [author] 7 May @ 5:42pm 
Doing so would run worse than just letting the game run normally. This is a situation where this tool can help you preserve your frames in specific scenarios and is aimed at servers that run on large, expansive maps which would benefit from such a type of culling. This is not the kind of addon which will passively make your game run better. It needs to be applied to only certain things or else you make your game run worse through the sheer amount of QuickTraces being run at once.
PBF Guy 7 May @ 3:33pm 
Any way to make everything automatically cull?
Alekzomer 6 May @ 10:39pm 
"this addon is about performance, not being pretty" goes hard
Vuthakral  [author] 6 May @ 8:21am 
It will not work with anything like prop saving tools unless they explicitly account for it. There is absolutely nothing I can do about that. You will need to ask authors of those addons to add support for it. They can view the code of the "Map Entity Modifier" tool to see how to do this.
lophi 6 May @ 6:48am 
does this work with permaprop
Ty4a 6 May @ 2:13am 
why
еwd 5 May @ 1:44pm 
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