RimWorld

RimWorld

EGI Holograms and Projectors MINIFIED
30 Comments
<color=#FF228F>kad  [author] 16 Jul @ 6:15am 
@NUEE
As stated above, this mod wont get updated anymore.

The actual mod has yet to update to 1.6. This is not the original mod and this versions file reductions don't give much benefit anyways. It's mostly for startup times.
NUEE 16 Jul @ 6:06am 
Please update to 1.6
StockSounds 15 Mar @ 7:18am 
Okie dokie!
<color=#FF228F>kad  [author] 15 Mar @ 7:09am 
Seems they updated a month after release of this minified version, judging by the filesize of the current mod (their mod is now 18 mb instead of 34, only 2 mb difference compared to this one). As I will lack behind in updating this mod with feature releases I recommend using the main mod instead, since I do not believe there will be a significant performance difference. You should be able to swap no problem. Although always backup beforehand
<color=#FF228F>kad  [author] 15 Mar @ 7:04am 
The only thing this mod does is reduce the file size, no actual code was changed. With that being said I noticed now that this mod is one update behind the main mod so I will have to update this asap.
StockSounds 15 Mar @ 6:59am 
I'm getting a startup error for a couple of things that say "ThingDef MayRequire="Ludeon.RimWorld.Royalty", which isn't how you add DLC-exclusives at all.
This might've been a problem with the main mod, but I'm here using this one.
There's also a failed patch for Royalty content going on, PatchOperationAdd(//Defs/RoyalTitleDef/throneRoomRequirements etc.
<color=#FF228F>kad  [author] 13 Aug, 2024 @ 11:35pm 
@Pos 5, thanks got confused by whats the best practice - i switched it now :)
Pos 4/5 13 Aug, 2024 @ 9:07pm 
Nice mod! I would suggest to change the package id (append a .minified or something). Since the original mod is still updated, using the same package id will force me to subscribe one of these two mods, not both.
whenwrašk 13 Aug, 2024 @ 5:00pm 
thank you man, this is much appreciated for my potato PC
<color=#FF228F>kad  [author] 13 Aug, 2024 @ 2:54pm 
no thats okay - yeah it does im pretty sure :)
whenwrašk 13 Aug, 2024 @ 2:46pm 
does this include the SOS2 compatibility fix that just came out on the main one? sorry if this is a dumb question
<color=#FF228F>kad  [author] 12 Aug, 2024 @ 8:32am 
hello ;)
AceToYourFace 12 Aug, 2024 @ 6:57am 
oh hey kad! :)
<color=#FF228F>kad  [author] 11 Aug, 2024 @ 1:49pm 
thanks, i added it above! be sure to update me on that if you get a chance too take a look at it.

btw saw your Void Archives site - nice stuff i like the concept a lot.
i read that you were "re-design/re-branding of the site" and thought i'd let you know that i'm a part time webdev so if you're looking for any assistance at all it i am happy to help and contribute!
Reidlos 11 Aug, 2024 @ 1:39pm 
Wonder if RW allocates and assigns memory based on an unknown property regardless of physical dimensions etc. Kinda how it works with just windows RAM and vram, it pre allocates, so maybe something is still getting the game to say scale to x% but preserve X+%
tide{S}haper industries 11 Aug, 2024 @ 8:18am 
I have to do some further testing and look into why some numbers don't align with what would be expected. Halved resolutions should result in ~25% memory-utilization but that's clearly not what happens in this case with the ~250MB/~6% reduction. I have some suspicions, but that might go deeper into how the mod works. At least the startup-time shows a clear reduction between both mod-versions - but yeah, .dds-conversion unsurprisingly has a way larger impact.

And of course, feel free to use that data as you like. The more people out there know about and understand the relation between texture-resolutions, memory-utilization & loadtimes the less cases we have to deal with individually in #troubleshooting. :D
<color=#FF228F>kad  [author] 11 Aug, 2024 @ 7:27am 
great stuff! shocking to see the dds conversion didn't affect memory utilization that much at all. I should change them for the mod though, for the sake of startup time.

Very interested of the whats responsible for this on rimworlds side of things. Thanks alot for testing - Is it fine if i link to the vRam testing data in the description? (with credit ofc)
tide{S}haper industries 10 Aug, 2024 @ 2:45pm 
Add.: Just in case you're interested in some numbers. I only ran two iterations each, so the reading is pretty unreliable. But just FYI.

https://docs.google.com/spreadsheets/d/1-XMLEVWvR9uShxjDts0Qq--I11HjIf2MN0ju_E7YRCo
tide{S}haper industries 10 Aug, 2024 @ 10:49am 
Just a heads-up.

I'm currently running some tests on my end to check the differences between both versions of the mod. Since I'm basically on the track of EGI's vRAM consumption from day one with a few other people over on the RW Discord.

I still have to find out WHY and WHAT exactly is happening, but what I can tell already is that the real memory-consumption between both version is unfortunately not what one would expect from half-resolutions textures (-75% file-size in memory) - in fact, on my end I see a ~200MB difference at most (3GB vs 2.8GB) - currently converting both to .dds to check what that affects the numbers. And afterwards will check some actual files to see why the difference strays so much form the 'expected' outcome.

But for now, the real affect there is... minor at best. :/
<color=#FF228F>kad  [author] 9 Aug, 2024 @ 9:03am 
The main parts of the game that effect TPS are not textures, but various calculations. The point of the mod wasn't for performance, but hey its Teechnically true, so this does run better
<color=#FF228F>kad  [author] 9 Aug, 2024 @ 8:59am 
@Trapus The textures are not compressed. Its a resolution change. Which helps players with weaker systems.
Trapus 9 Aug, 2024 @ 8:24am 
It sounds like kad managed to plug the memory leak if he is to claim the game runs better with this version rather than the previous.
Comton 8 Aug, 2024 @ 1:27pm 
Great idea and I'm happy to see modders having a genuine conversation right here on the workshop
Silent Service 7 Aug, 2024 @ 11:57am 
my cpu is in love with you
Visandar the Unliving 7 Aug, 2024 @ 8:24am 
@kad
Thank you very much for the information, good sir.
I am glad you are thinking that way.
It might take a bit for changes to occur, but the halving of the texture sizes will most probably happen.

I thank you for your wonderful reply and do wish you a most pleasant day.
Visandar the Unliving 7 Aug, 2024 @ 8:21am 
@ferny
Thank you very much for the recommendation, while i am still not quite sure whether to make the mod into modules, as i will have for proper break-points, the halving of the textures is basically a certainty
I wish you a most magnificent day
<color=#FF228F>kad  [author] 7 Aug, 2024 @ 12:57am 
Hello Visandar! Pleasure meeting you here.

I will happily delist the mod from the workshop or mark as obsolete, as there would be no real reason for its prolonged stay. This mod variant includes both the descaled resolutions for textures as well as minified XML/Thumbnail files - However this extra minification only accounts for a reducement of 1MB.

I am glad to hear I've lead an adequate demonstration. This projects ambitions have now undoubtedly been exceeded. Feel free to contact me here or over on discord @shcade, happy to be of help.

Salutations
ferny 7 Aug, 2024 @ 12:40am 
@Visandar the Unliving I'm not the modder but i'd reccomend halving textures and modularizing but into maybe like 2-3 modules or something not a bunch
Visandar the Unliving 6 Aug, 2024 @ 11:17pm 
Greetings, good sir
I was quite surprised to see this mod pop-up, as i was recently discussing with Vesper to half the resolution of all assets as an alternative to turn the mod into modules.
I am glad you demonstrated that such an endeavour would not damage noticeably the texture quality.

May i ask what would be your course of action, should we halve the resolution of all the textures in the original mod?

I wish you a most magnificent day