X4: Foundations

X4: Foundations

OptiLOD
34 Comments
NukerMunky 4 Jul @ 2:15pm 
This still working alright in 2025? Cause i sure as hell could use some frames back whenever i'm more than a couple dozen hours into a save.

That or i need to chill the F out with Satellites.

Maybe both, lol.
Strap me to a Missile 11 Jun @ 6:28pm 
These sorts of FPS optimization mods are definitely appreciated. Even with a high-end desktop CPU I end up with 30fps around shipyards, which probably puts portable gaming devices into unplayably low FPS.
Mo¡stDreams  [author] 20 Apr @ 1:24am 
It does and this just makes them a bit better for low-end hardware in terms of unnecessary rendering, not sure how it works in current public version, but this is an easy enough mod to re-make should I need too.
internetzspacezshipz 19 Apr, 2024 @ 12:18am 
are you telling me this game doesn't have LODs at all???
Mo¡stDreams  [author] 8 Sep, 2023 @ 11:24pm 
I never could have foreseen this being useful on the Steam Deck, glad that it makes a difference, I set out to try mitigate sources of low FPS when doing things other than flying in empty space in a way that was not going to degrade the look of game in any overall way that stands out to the player, I am sure if you screenshot the game-play you will notice differences but overall the gains I got with it outweighed any of the cons.
Gridmark 8 Sep, 2023 @ 4:20pm 
Works on 6.x. This mod has made X4 playable on Steam Deck for me. The difference is immediately noticeable. Great job.
Mo¡stDreams  [author] 12 Apr, 2023 @ 1:53am 
no clue
WariousGaming 11 Apr, 2023 @ 10:17am 
this mod will be compatible with 6.0 right.... right? :)
NautTdog 13 Apr, 2022 @ 1:00pm 
Thank you for quick reply.
Mo¡stDreams  [author] 13 Apr, 2022 @ 12:20am 
Will check it out.. this is after all a technical demo it lacks polish
NautTdog 12 Apr, 2022 @ 10:58pm 
Causes very big reflection/anomaly on cockpit in Zyarths Dominion IV.
Mo¡stDreams  [author] 18 Mar, 2022 @ 8:57pm 
Yes and No
I make tweaks now and again and throw up a new version if they seem to benefit the FPS lows otherwise this was more of a proof of concept that can benefit mid-range systems and high-end users alike with getting marginally better average FPS.

I would to like to play around more with shadows see if I can enable shadow for ship hulls but remove shadow for all the modules and I could not shadow fall off to work.

This project aims to try and fix those stubborn FPS lows you normally get around the asteroids and stations, combined with my other mod of Large Asteroids only you get a full effect around asteroids, this project is all about render distance and lighting.
Sakata 18 Mar, 2022 @ 4:41pm 
Is this still in development?
Mo¡stDreams  [author] 1 Jan, 2022 @ 12:48am 
Matroshka
Nice find, I actually did not know that ship modules were another source of shadows I will try to find them in the parameters config and yeah that is a pretty good idea disable all those and enable just the ships hull itself.

Elric
NPC still need a lot of fine tuning on my end.
There are three separate references for these .

I can reduce the NPC LOD even further I will try calculate the math as in the file it has values which are equivalent to something in meters squared so if I do a conversion for say beyond 500M cull all NPC that may help the stations do have a lot of them let me see what I can do about this.

Along with working out how It too attempt to do shadow fall off the fear I have with this is it the engine simply may not allow on the fly shadow adjustment plus will need overhead from distance checking script unless I can find a way to do it by telling the game to use a different shadow setting for a certain LOD state.
Mo¡stDreams  [author] 1 Jan, 2022 @ 12:47am 
Matroshka
Nice find, I actually did not know that ship modules were another source of shadows I will try to find them in the parameters config and yeah that is a pretty good idea disable all those and enable just the ships hull itself.

Elric
NPC still need a lot of fine tuning on my end.
There are three separate references for these .

I can reduce the NPC LOD even further I will try calculate the math as in the file it has values which are equivalent to something in meters squared so if I do a conversion for say beyond 500M cull all NPC that may help the stations do have a lot of them let me see what I can do about this.

Along with working out how It too attempt to do shadow fall off the fear I have with this is it the engine simply may not allow on the fly shadow adjustment plus will need overhead from distance checking script.
Matroshka 30 Dec, 2021 @ 9:13am 
Upon investigation: It seems that ship shadows are disabled, _but_:
1. They are still cast onto dock areas - I assume this is on purpose?
2. The modular parts of the ship - engines, weapons, shield generators etc. - still cast shadows. Maybe it would be a better idea to disable shadows for these parts and enable them for the rest of the ship? I imagine keeping one important shadow and disabling dozens minor would improve the performance even more while making the visual changes less obvious?
Elric 29 Dec, 2021 @ 2:31pm 
@ʢMo¡stDreamsʡ
Yeah, I'm very thankful you decided to work on these FPS killer situations! As for more feedback, I definitely feel like shadow falloff would be better solution than outright removing them, even if the falloff distance is drastic, since yeah, as you said, you can only marvel at them from up close anyway.

The mass traffic shadow removal is a big help I think tho, since ALOT of traffic can come up, just too many shadows. I wonder if you can play around with the LOD for NPC's on a station if you haven't already, since while your changes helped ALOT, there is still lots of strange FPS hits just on stations.

Cheers
Matroshka 29 Dec, 2021 @ 10:27am 
Is it supposed to only remove the shadows from mass traffic?
Matroshka 29 Dec, 2021 @ 10:24am 
For some reason I still have ship shadows in my game. I think they did initially get removed but then came back, as performance dropped in dock areas.
Mo¡stDreams  [author] 28 Dec, 2021 @ 6:17pm 
Elric
Exactly! Thanks for the feedback.
My own struggles with the absolute worst of the low FPS situations is why I started to experiment with this project after a while I find I don't notice the shadows missing from ships on the hulls and stations it is just not something I pay attention too in this game.

TBH I did not test if shadows was the a major culprit I just expect it does not help so I will play around some more locally testing and play with shadow falloff instead to see if I can find a balance of shadows on ships fully enabled but distance of it heavily reduced as I would only really appreciate seeing up close anyway.
Elric 28 Dec, 2021 @ 3:16pm 
Well, this is THE mod that fixed game performance for me. The sacrifices made to achieve that are well worth it in my opinion and experience, especially since the situations this solves were the most stubbornly low FPS ones in the whole game.
SpaceShark 26 Dec, 2021 @ 3:46am 
This mod didnt change anything for me...
normcameron 22 Dec, 2021 @ 7:37pm 
This is a great Mod. I get better FPS and a smoother game. Very nice. Thank you!
Mekkermann 22 Dec, 2021 @ 5:28pm 
Great Mod, helped me in my late game to reach early game FPS again, especially the station render visibility helped a lot with my 600 part Stations to keep everything smooth on the Galaxy Map. :Crowned:
Arquebus X 22 Dec, 2021 @ 8:19am 
I want to clarify that I think this mod is GREAT, it's just not for me. I have a very high tolerance for low frame rates, preferring visuals over frames most of the time. But for folks who want higher frame rates over visual fidelity, it works pretty well from what I've tested.
Mo¡stDreams  [author] 22 Dec, 2021 @ 6:03am 
Oh I am aware of this.
Counter argument, masstraffic and asteroids and the like add computation around stations this is not supposed to be a one fix all situation as even Ryzen 5900X's can crawl like a slug in this game I can just as quickly fix the CPU issue but you will wind up with a less lively universe.

If i had to conclude with anything I am barking up the only tree there is to reduce load as we cannot do much about CPU usage unless as I said we are all okay with a slower universe.

That said more powerful CPU's help this game way more then GPU.
CHEWBACCA 22 Dec, 2021 @ 5:30am 
As much as i am all welcome of any mod to help performance i think your barking up the wrong tree with all this stuff. it is the CPU and ram computations that slows x3 down more than the GPU changes you have made. ES themselves say they have made improvements to GPU utilisation but i fail to see a difference tbh
Mo¡stDreams  [author] 22 Dec, 2021 @ 5:12am 
Balabalalde

That was the idea.
Trying to get the LOD to a point where its not impacting game-play and does not stand out like a sore thumb but still increases your FPS minimums under the situations where normally you would tank below 30 with even current gen machines.
normcameron 21 Dec, 2021 @ 10:26pm 
Certainly worth a try. Looks like it has the potential to be one of the great Mods. Thanks for this.
Arquebus X 21 Dec, 2021 @ 9:14pm 
Ah yes I had it backwards - but I still run into the issue where the ships look like plastic. Something about them seems too bright. Maybe it was because I was seeing a bunch of ships clustered together and there were no shadows at all, because they were the only things that would have cast them.
Mo¡stDreams  [author] 21 Dec, 2021 @ 8:44pm 
Arquebus X

Just adding to that if you find that you prefer ships having full shadows instead and you still get a performance benefit out of the project, if you have XTOOLS installed use the XRCatToolGUI and extract all making sure you have ticked the check box at bottom of tool which says "keep folder hierarchy"

Then edit renderparam_library.xml with notepad++ or vscode or any of the other good text editors delete lines 67,68,69 save the file and in the XRCatToolGUI click on clear and drag the entire libraries which got extracted back into it and then save over the original ext_01.cat that came with this mod or you simply delete the .cat and .dat files and use the extracted content without repacking it.
Mo¡stDreams  [author] 21 Dec, 2021 @ 8:25pm 
Arquebus X
Ships can have shadows cast on them, they just can't cast shadows themselves onto surfaces.
directly speaking they can receive shadows not cast a shadow.

Which tbh after about 20m of play testing I stopped noticing all together as it is not that often you are really in a station and paying attention to ships putting shadows on the ground.
Arquebus X 21 Dec, 2021 @ 8:05pm 
Gave it a shot. It works. Don't like that ships can't have shadows cast on them, as it makes all of them look like plastic. I get why that's important for the intended result, though.
Balabalalde 21 Dec, 2021 @ 5:46pm 
This mod has worked pretty damn well for me! It has turned my slideshow on medium options in stations into buttery smooth MSAA enabled goodness. Thank you!