Space Engineers

Space Engineers

Block Culling
52 Comments
Aristeas  [author] 14 Feb @ 11:24am 
Oh, I disabled the commands because the changes made alongside them bricked the mod on plugin loader. I'll remove them from the description.
ditb3 14 Feb @ 8:00am 
I dunno but the commands seem broken? But I can feel some optimization effect.
Aristeas  [author] 12 Feb @ 3:09pm 
oh, that's not ideal. It seems to be working fine on my end, try reinstalling the mod.
ditb3 12 Feb @ 10:55am 
After using it on plugin loader, it stops working even if I am not using plugin loader. Is it normal and means maybe I should just wait for fixing? :(
Aristeas  [author] 2 Oct, 2024 @ 5:44pm 
Thanks for the bug report. I might not be able to fix it on my end, but will take a look... eventually, heh
Devilers 30 Sep, 2024 @ 12:24am 
That's what I was talking about.
@TheUndone_Crat - for me it was if multiple explosions would spawn on enemy grid for most time. Small grid would explode normally for most time, in rare cases they also cause crash. But large grids = 100% crash no matter how damage them :/
TheUndone_Crat 29 Sep, 2024 @ 5:40pm 
and to specify by "random" I mean it doesn't always cause a crash when a grid gets obliterated upon impact with the ground
TheUndone_Crat 29 Sep, 2024 @ 5:35pm 
I'm experiencing a seemingly random crash when grids explode, more often on crashing into the ground but I experienced it just shooting at a grid once or twice. Disabling this mod kept the crashes from occurring however they only started occurring once I got WeaponCore and this mod together (I was using this mod before I got WeaponCore)

So I assume it's both WeaponCore and Block Culling together that cause the crashes
Devilers 27 Sep, 2024 @ 1:06pm 
Was writing fast, sry for mistakes :D I think u'l understand)
Devilers 27 Sep, 2024 @ 12:57pm 
I've tried to play with disabled mod and I am not getting any crashes.
I think there is something what that how block is removed from render by our mod.
During explosion it may damage the internal blocks that are culled and thus trying to place some decals on them. But they are hidden and this is causing some of the render objects to be null during those operations.
Second guess is that something is related to thread collision. Object got destroyed in another thread while being used in current.
Aristeas  [author] 27 Sep, 2024 @ 12:43pm 
I took a look at what that function does and nothing in Block Culling messes with decals. It's possible that there's some weird interaction deep in the code but unless multiple people start having the same issue I would suspect another mod. Thanks for the bug report, though!
Devilers 27 Sep, 2024 @ 11:37am 
Around ~90 mods with WeaponCore and 1 weapon mod for it, others are just utilities or MES related mods. Currently disabled your mod and there is no crash for now upon destroying enemy grids. Gonna test a little bit more this issue.
Devilers 27 Sep, 2024 @ 11:00am 
Is it possible that your mod could cause the crash while destroying o lot of blocks in one time with explosions?) (`NullReferenceException` at `VRageRender.MyScreenDecals.GetDecalCameraSqDistance`)
Invalid  [author] 1 Aug, 2024 @ 6:32pm 
new update, some multithreading stuff for handling the hiding/unhiding of blocks. type /bcdebug to see a log.
Aristeas  [author] 3 Jul, 2024 @ 11:34am 
Nikodga, it should be in the mod list.
[PTH] Nikodga 25 Jun, 2024 @ 9:35pm 
Cant find the plugin in the plugin loader's plugin menu
TwinIndifferent 17 Jun, 2024 @ 8:52am 
Next logical step would be voxel render optimization, grass and trees optimization and physics recalculation for grids. Kinda wasteful to calculate each block when no change for it happend...
Aristeas  [author] 15 May, 2024 @ 12:04pm 
Yes, this runs purely clientside. It's already listed on Plugin Loader; thanks for the feedback!
Official Zealiux 13 May, 2024 @ 6:14am 
I'm curious does this run client side only or does it also have a server side component?
If it runs client side it would be awesome to get it as a plugin for the plugin loader. or if it can run purely server side it would be awesome to get it as a torch plugin. but regardless this is awesome
LeeTheFlea 12 May, 2024 @ 1:32am 
Very nice, small nice improvement. Will try on my server.
Thanks!
Aristeas  [author] 10 May, 2024 @ 5:40pm 
[@Come and See] No, it shouldn't. If it does, something has gone wrong
titanius anglesmith 10 May, 2024 @ 4:41pm 
huh wonder why that isnt in the base game
Aristeas  [author] 10 May, 2024 @ 4:36pm 
@titanius anglesmith It hides blocks that aren't normally visible, which saves on performance.
titanius anglesmith 10 May, 2024 @ 12:13pm 
what exactly does this do in detail ? i am confusion
Green_Lightning 9 May, 2024 @ 11:38pm 
Can you make block damage effect culling next? I want my ship to be on fire when damaged, but I also don't want to have it lag the game to death in every large ship battle.
Come and See 9 May, 2024 @ 4:13pm 
Does culling blocks stop them from counting towards PCU?
AdlerssonSeinRechterNasenPopel 9 May, 2024 @ 8:33am 
This actually improved my fps nice work!
Aristeas  [author] 8 May, 2024 @ 5:06pm 
I'm working on an update to keep visible-but-covered blocks unculled, hold tight.
Come and See 8 May, 2024 @ 9:58am 
The script makes any blocks surrounded on all four sides turn invisible on your screen so how much fps you save really depends on the conditions you're in. I loaded up one of my laggy saves with 100k+ pcus in the area and my simulation speed went up to 1.00 from 0.7 which is an improvement.
DarkFight 8 May, 2024 @ 8:50am 
Is there a way to make configs for Distances ?
g o o s e 8 May, 2024 @ 7:00am 
@kinngrimm it actually hides blocks, while Edge Begone just hides the crusty looking block edges
kinngrimm 8 May, 2024 @ 4:42am 
also would there be a plugin loader version for this?
kinngrimm 8 May, 2024 @ 4:39am 
Invalid  [author] 7 May, 2024 @ 10:56pm 
the FPS improvement is really for the extreme end of things but it does help. easiest way to test is a giant cube of small reactors
Uncannyjoke 7 May, 2024 @ 8:14pm 
Mod does not improve boost FPS up to any notable range described in the description.
Foxstorm520 7 May, 2024 @ 2:36pm 
you know a mod is good when one of the creators is a Kerbial
KEJWII 7 May, 2024 @ 1:46pm 
interesting optimalization
FantazeR 7 May, 2024 @ 10:59am 
add view distance settings, i can't see blocks when they're covered with armor panels
gravy 7 May, 2024 @ 9:00am 
this is so good if it's true, how does the base game not do that already???? also thanks for making amazing mod
BookBurner 7 May, 2024 @ 6:51am 
O_O any impact when used in mp?
Uncannyjoke 7 May, 2024 @ 2:26am 
I assume it does not render blocks and components that are not visible behind surface blocks.

from what I can see it hasnt made a boost to FPS in any major way.

Does this worsen or quicken server performance if they use this?
Desert Ice 7 May, 2024 @ 12:34am 
Could you provide a clearer explanation of what this mod does please.
Green_Lightning 6 May, 2024 @ 11:21pm 
Dear god, it doesn't already do that?
_jo.nat_ 6 May, 2024 @ 10:03pm 
Is there a clientside plugin for this?
Sensational Being 6 May, 2024 @ 7:23am 
Can you make it so we can differentiate between large and small grid? I like making fighters with this mod and it reacts inconsistently with this great render saver, which I can't expect you to address. So exempting small grids would work for me.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2225263099
titanius anglesmith 5 May, 2024 @ 5:48am 
what maddens is this ?
Days 4 May, 2024 @ 3:12pm 
Would it be possible to have a ui allowing user tuning of exclusions for the culling check list?

I had some single ForceField Generators (Hangar Doors) block culled in the “open”. Full and partial armour blocks on 5 sides, with the invisible-but-airtight segment of another FGHD block on the 6th. :)

Great work, thanks for the mod!
Hotaro 2 May, 2024 @ 8:04pm 
@Aristeas awesome! Thank you.
Aristeas  [author] 2 May, 2024 @ 4:20pm 
@Hotaro Right now, yes - there isn't an easy way to check if blocks are visible. I'll be pulling windows from the culling check list and add a toggle command soon.
50 COW 2 May, 2024 @ 2:48pm 
fatblocks