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📂 ファイル・バージョン
ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。
メイン 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.
旧バージョン(2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 …
MOD 解説
戦闘中のフレームレートを維持しつつ、それ以外の場面でゲームの画質を低下させることはありません。ティア0はユーザー自身の設定に相当するため、余裕があればまったく機能しません。この機能はフレーム時間と周囲にいるゾンビの数を監視し、それに応じて設定を段階的に引き下げます。
原文(英語)を表示
Keeps your frame rate up in a fight without making the game look worse the rest of the time. Tier 0 is your own settings, so with headroom it does nothing at all. It watches frame time and how many zombies are near you, so it steps down as
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