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メイン SteadyView V0.9.0 (Game V3.0.0 - V3.3.0) v0.9.0
更新履歴(changelog)
**Tested on Linux** (Vulkan): played on game V3.2.0 b10 with More Biomes, and measured on a test rig. Not yet tried on Windows / DirectX. Nothing in it is Linux-specific, but if anything misbehaves there, a log is very welcome. **New, always on: the terrain draws only the biome layers that are there.** Every terrain pixel used to work through all 12 biome ground layers (snow, forest, burnt, wasteland, desert) before finding that most of them weigh nothing where it stands. Each terrain chunk now carries a copy of the terrain material listing only the layers of the biomes round it (plus a 16 m margin). **The picture is the same:** screenshots with it on and off differ by no more than two shots with it off. Measured on an integrated GPU at 720p: snow +18%, wasteland +17%, desert +12%, burnt +6-9%, biome border +7-8%, pine +3-4%; the CPU cost is about a millisecond in total. - Not a rung: it changes nothing visible, so it is on at rung 0 too. `TerrainTrim` (Control Panel row) turns it off; `steadyview terrain [on|off]` reports and toggles it. - What is present is read back from the biome masks the terrain is actually bound to, not from the biome map. So More Biomes' blended masks, its extra layers and any regional terrain material are followed without SteadyView knowing about them. A one-time check that the read mask lines up with the biome map leaves the terrain untouched if it does not. - The far horizon (one Unity Terrain) is not touched. **Also in this update — 0.8.0:** **SteadyView now holds a frame rate instead of discounting fights.** Pick a target (60 by default; 144 for a 144 Hz monitor is `steadyview target 144`). Your settings are the ceiling; when the game cannot hold the target at them, SteadyView sits as deep as it must — in a fight or not — and climbs back the moment there is room. The reason: all the tweaks in the world won't get 100+ fps on Ultra on low-end hardware. A fight-time discount topped out at +44% (tier 3, measured); 25 fps to 60 needs 2.4x, …
旧バージョン(6件)を表示
旧バージョン SteadyView_v0.4.1_gameV3.0.0-V3.1.zip v0.4.1
⬇️ Nexus でダウンロード旧バージョン SteadyView_v0.5.0_gameV3.0.0-V3.1.zip v0.5.0
更新履歴(changelog)
A player on Nexus said the memory guard was fundamentally flawed and was hurting performance rather than helping it. They were substantially right, and the mod's own instrumentation is what confirmed it. This release acts on that instead of arguing with it. **Changed — the texture streaming budget is no longer written by default (`MemBudgetCap=false`)** The premise was that `GetStreamingMipmapBudget() => graphicsMemorySize * 0.9f` — 22 GB on a 24 GB card, with no reference to system RAM — was pulling resident memory up behind it. Re-reading 7009 logged samples from about nine hours of play says otherwise on every count: - **The budget was never the binding constraint.** Texture memory never exceeded **6136 MB** against the 22118 MB budget, and `Texture.desiredTextureMemory` — the streamer's own pre-budget demand — never exceeded **4410 MB**. Any cap above ~4.4 GB was inert. - **The memory was not there to reclaim.** Unity's mipmap streaming holds no persistent CPU copy of streamed textures; mips go from disk to the GPU through a fixed staging buffer, so the budget governs video memory. The log shows it plainly: texture memory fell **5484 → 2717 MB** when the cap tightened while resident memory **rose 16706 → 18532 MB** across the same thirteen minutes. - **A cap below demand costs something real.** In **10% of all samples** the streamer was left wanting more than it was allowed — Unity dropping mips it had decided it needed and re-reading them from disk — in exchange for no memory at all. The lever is kept, off, for anyone on a small machine who wants to experiment, and documented as an experiment rather than a fix. **Added — a cap can no longer starve the streamer (`MemBudgetDesiredMargin`, default 1.25)** When the cap is enabled it is now floored at `Texture.desiredTextureMemory` × this margin, quantised to 128 MB, and re-evaluated as the world loads rather than only when the pressure tier moves. Values below 1.0 are refused. A new self-test asserts the floor …
旧バージョン SteadyView_v0.5.1_gameV3.0.0-V3.1.zip v0.5.1
更新履歴(changelog)
Documentation only for anyone on Linux; a correction for everyone else. **Fixed — the mod never said its memory half is Linux-only, and one log line claimed the opposite** Every memory sensor reads `/proc` (`self/statm`, `meminfo`, `self/maps`, `self/smaps_rollup`) and there is no second source. On Windows or macOS the first read throws, `procDead` latches, and `Decide()` short-circuits — so the pressure tier never leaves 0, `MemHoldRenderTier` never fires, and `MemProfile` never runs. That was true in every previous release and was never disclosed, on a mod whose audience is mostly on Windows. Worse, the fallback log line told those users the mod was *"keeping the static streaming-budget cap, which is the part that matters most, and skipping the adaptive half."* That was the claim 0.5.0 retracted, and the cap has been off by default since 0.5.0 — so the one message non-Linux players ever saw was wrong twice over. It now states plainly that the memory half is inert for the session and that the render ladder is unaffected. The README, the config file and the Nexus page all say it now too. **Unchanged** No behaviour changes. The render ladder — the governor, the prediction, every quality lever — is platform-independent Unity state and always has been. It is what the mod is for and it is untouched.
アーカイブ SteadyView V0.5.4 (Game V3.0.0 - V3.1) v0.5.4
更新履歴(changelog)
Three releases in one, for anyone coming from 0.5.1. Two of them fix the ladder getting stuck — which is the complaint that matters most for a mod whose whole job is picking the right rung. **0.5.2 — a noisy frame time could strand the ladder at its deepest rung indefinitely.** The dwell clock (the "has the game wanted this for a while?" timer that stops a single hitch from moving the ladder) keyed on the exact demand *value*, so any change at all restarted it. On a busy frame the value never held still, the timer never matured, and the ladder stayed where it fell. It now keys on the *condition*, not the value. The log was also blaming the wrong cause for it. Found in a live session. **0.5.3 — running out of memory froze the ladder wherever it happened to be standing.** While memory was critical the governor stopped moving in both directions. That reads as cautious, but it means the rung you keep is whichever one you were on when pressure hit — and if that was the ugliest one, you stayed there. Found by playtesting 0.5.2. **0.5.4 — a lost connection could leave the client spinning, holding the whole world, deaf to `kill -TERM`.** A `NullReferenceException` out of `XUiC_CategoryList.OnClose` travelled up every parent `OnClose` into `XUi.Shutdown` and out of `GameManager.SaveAndCleanupWorld`, so the world never finished unloading: ~280% CPU, 13 GB resident, ignoring `SIGTERM`. Now caught, plus a fourth net at `XUiWindowGroup.OnClose` so one window's teardown cannot take the rest of the shutdown with it. Also corrected in the docs: this hang is **not** only a low-memory failure. The session that found it had no stall at all — 82 fps one second before the disconnect, worst stall 212 ms. Teardown is teardown; whatever ends the session reaches the same code. No change to the memory half's conclusions from 0.5.0: the texture streaming budget cap stays **off by default**, for the reasons on the mod page. The memory instrumentation remains Linux-only and says so at startup …
アーカイブ SteadyView V0.6.0 (Game V3.0.0 - V3.2.0) v0.6.0
更新履歴(changelog)
- **Claims game 3.2.0.** `GAME_VERSIONS` widens from `V3.0.0-V3.1` to `V3.0.0-V3.2.0`. Verified in game on a real V3.2.0 b10 client, not inferred: see `VERIFIED` for what was actually exercised. No behaviour changed — this release is the claim and nothing else. ## Unreleased **Fixed — a fourth teardown net: quitting while holding an auger threw an NRE** ``` NullReferenceException at Inventory.get_Item (System.Int32 _idx) at ItemInventoryData.get_itemValue () at AnimatorRangedHoldState.OnStateUpdate (...) ``` `AnimatorRangedHoldState` keeps a motor tool's idle loop in step with its magazine, and does it by reading `actionData.invData.itemValue.Meta` **every frame the tool is held** — a read that walks straight into the live inventory. Quit holding an auger and the animator gets one more tick after the inventory is gone. Unlike the three UI sites this does not hang the client — shutdown completed every time it was seen — but it is the same pattern (something holding a reference the teardown already invalidated), and it prints at exactly the moment a genuine shutdown fault would be worth reading. Now caught by a finalizer under `FreezeFix`, like the others, and reported once. **Fixed — the leak probe's verdict counted snapshots, so it called a reused singleton a leak** The headline conclusion of the whole probe was derived from the number of *snapshots* holding a survivor, not the number of *distinct objects* held. A process-lifetime singleton appears in every snapshot ever taken while leaking nothing, so the count climbed with the rejoins and read exactly like an accumulating collection. Three sessions of logs said this: ``` leakprobe cycle 3 down — distinct instances still held: World 0, XUi 1, LocalPlayerUI 1, player 0 leakprobe cycle 3 down — stale worlds 3/2 [cycle 1:XUi#827f58(live), cycle 2:XUi#827f58(live), cycle 3:XUi#827f58(live)] — 3 stale worlds are held — an accumulating root ``` The same `#827f58` three times: one object, counted three times, announced a…
アーカイブ SteadyView V0.6.1 (Game V3.0.0 - V3.3.0) v0.6.1
更新履歴(changelog)
- Claims game 3.3.0. No code changed. Game 3.3 is the stable release now and this mod already works on it, so the supported range widens from V3.0.0-V3.2.0 to V3.0.0-V3.3.0. Checked, not assumed: every game member the DLL binds to resolves against the 3.3.0 (b18) build and every Harmony patch target is still there. (It stands down on a dedicated server by design, so a server boot shows only that it loads.). It has not yet been played on a 3.3 game: no 3.3 client was available when this was cut.
MOD 解説
Pick a frame rate and it holds it. Your graphics settings are the ceiling: with headroom it does nothing; without, it gives up quality one small step at a time (render resolution last) and hands it back when it can. New: terrain draws only
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