RimWorld

RimWorld

Star Wars - Fully Functional Lightsabers [Deprecated]
Redeye 10 mar, 2018 @ 9:14
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?
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Visar 1-15 av 31 kommentarer
Seedling 15 mar, 2018 @ 11:44 
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 15 mar, 2018 @ 18:01 
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
Senast ändrad av Redeye; 15 mar, 2018 @ 18:01
-bRaNdY- 31 mar, 2018 @ 8:24 
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 5 apr, 2018 @ 5:03 
I can confirm massive lag when lightsabers are activated.
Бабушка 18 maj, 2018 @ 18:15 
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 21 jul, 2018 @ 2:28 
bump. Never had this issue before with this mod but now i have it :(
HelsBane 11 sep, 2018 @ 11:22 
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 11 sep, 2018 @ 22:42 
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 1 nov, 2018 @ 20:13 
I have the same issue.
Novaris 9 nov, 2018 @ 16:57 
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 9 nov, 2018 @ 19:52 
Yeah Novaris - that sounds awesome man! Did you upload it to github or something? Mind if I try it when you iron it out?
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 10 nov, 2018 @ 3:53 
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/
Senast ändrad av Novaris; 10 nov, 2018 @ 3:59
Redeye 10 nov, 2018 @ 11:09 
Ursprungligen skrivet av 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 10 nov, 2018 @ 18:51 
Ursprungligen skrivet av Issah:
Ursprungligen skrivet av 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
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