There are a lot of "performance" mods out there. Most of them have similar settings, but completely different approaches and goals. I didn't made SCPIT as a competitor, just for me personally. Because nothing fulfilled my requirements. I share it here to give something back, for all the great mods I've used over the years.
You are total free to use it, alone, together with other mods or not at all.
Feedback is welcome, questions are possible, but I'm not interested in a debate about which mod is better. Q: Which is better, the fork or the knife? A: Neither! - THX
As I have written several times. The mod sets some settings to disabled at “Developer Toggles”: Bloom CharacterRimEnhancement ChromaticAberration ConstrastAdaptiveSharpening DepthOfField FilmGrain MotionBlur These settings overwrite the game GUI settings. This ensures that these settings are applied everywhere (cut scenes, photo mode etc.). The mod is designed to be the base (built for my taste) and anyone can easily customize it to their needs. For this reason, it contains all “Developer Toggles”, even if it only changes a few. This is to show you what is possible and give you options. Just open the INI with a notepad and adjust the values. The default values are shown in (brackets). A semicolon ; tells the engine to ignore everything in the line that comes after it. Easy as pie.
There is a SCPIT_engine_oil version, without any visual changes.
open the INI file with notepad (optional, if you use a good notepad like notepad2, the lines are formatted and color-coded)
find the line:;HideFPPAvatar = false
delete the ; in front of the line:HideFPPAvatar = false
save the file.
That's it. Easy as pie. About the missing head, read my notes on the main page.
PS: The ; is a marker for the engine to ignore the line. The line instructs the engine to hide the mirror image with the default value "true". This instruction is now set from “true” to “false”.
After I installed this mod, the shadows in my game are all bugged, as I move away from some objects like lampposts, vehicles or the NPCs themselves, the shadows disappear, and when I get very close the shadows appear. Thanks
Did it take you more than two weeks to realise that the mod allegedly causes problems with your shadows? Whatever... The mod only changes the quality of the raster shadows. Neither LOD nor shadow distances. In 3 months I never had any problems with shadows! Sounds more like another mod or a conflict with another mod to me. Possibly cranked settings in the save file. If you are unhappy just delete it. Everything should then be as it was without it. If you don't believe me, you can set all the values it changes, in the INI file to the (default) values.
i'd be curious to try this mod but from the screenshots it looks like there are some visual drawbacks to using this? i like the bloom effects from lights. will this modify the bouce lighting from PT as well?
If you look in the INI file, you will see that bloom is deactivated under 'Developer Toggles'. It's very easy to change this. I built the mod for my own purposes, and I find that bloom negatively affects the quality for me.
I don't use PT. Therefore, the mod is not optimised or adapted for PT in any way, nor does it change PT settings specifically. Most settings (of the mod) don't care if you use raster/RT/PT. Just try it out and delete it if you don't like it. There is also a version (SCPIT_engine_oil) with no visual settings.
i like the idea, but Dominant version making civilians lod worse by 30% on my system. May be conflicts with another .ini mod called Night Cityh Streets, this mod and SCPITCant use only 4 same lines and 3 of 4 velues are identical. khm.... Tried - Engine oil - no performance increase, same 80-86 fps on 4090, only changes that i see some dark corners bacame lighter may be my game is tweaked enough already... Peace
NightCityStreets changes many settigs at "Crowd/Crowds/CrowdMovement/Traffic/Vehicles". SCPIT only 3, 2 very common used ones (UncrowdOneLaneRoads, UncrowdMultiLaneRoads) and (StrictCrowdLodsEnabled). You may have another conflicting mod,not all use INIs to change the same settings. The "dominant/compatible" is one more option, not a sollution for all conflicts. There are settings - which have an effect on other settings and end up creating a bad look.
Performance does not equal FPS. FPS is one part of performance It also includes stability, stuttering, FPS-drops and more like loading times...
I tell you the "ugly truth" about performance mods - and I know many will hate me for that. To gain more FPS you have to repair something "broken" in the game/engine/driver/system itself or switch something on/off. Almost all “performance mods” try to “optimize” the engine settings. In order to really get more FPS, this is almost always “bought” with worse graphics/effects. The “trick” here is to switch off/reduce what you don't or hardly see (but costs FPS). But to increase what you can see (and costs as little FPS as possible). Very good mods try to find the “sweet spot” and most of them have a focus (PT, RT, lights, shadows, fog...). For my taste, far too many settings are often changed, with unclear bad side effects.
SCPIT's focus is not to reduce the graphics to get more FPS! It is an attempt to increase the general optics and performance (stability, stuttering, FPS drops) and maybe some FPS with only a few settings (for as few side effects as possible). On top, some "nice to have" gimmicks. All in a transparent way and easy to edit.
YES - Its obviously smoother on my system, thank you for great mod! next game will test it for stablity, but i guess it should not conflict with Draw Distance mods ? (its Not So good Draw Distance from Sousine)
All LOD/Distance Mods should work. I use many of them (most from Sousine, as listed on the Front Page). However, I don't use "Not So Good Draw Distance", but it should also work.
SCPIT only optimises the Raster-Shadows. It leaves out LOD/Distance and RT shadows/reflections (and many more) for good reason. There are already very good mods for these and this gives everyone the freedom, to combine SCPIT without problems with many other mods.
I got you, Im using "engine_oil" version. So question about other versions, is there any "setting"(line) that affects presence of NPCs behind you. I mean sometimes i spinning my fpp camera and most of the NPCs appears with delay. sometimes its 2 npcs smoking toghether, than i spinn, only one from them appears. I spinn again they appers toghether. So just the game itsself... Is there any chance that this could be affacted? Best regards and thatnk you for your work.
hm... you don't mean the disappearing NPC phenomenon? But NPCs that don't disappear but take longer to “load”? That sounds like a resource problem. The engine saves resources by trying to leave out as much as possible of what it “thinks” you can't see. Imagine if the engine had to calculate 20,000 NPCs, but you can only see 100 of them and in the next 2 seconds maybe a max. of another 200. It also differentiates between calculating and displaying. The AI tries to be clever, but is sometimes stupid.
SCPIT opens some “bottlenecks” to let the engine show more, not less. I only very rarely had “disappearing NPCs”. Realistic Traffic Density seems to have helped (for me).
In the SCPIT_engine_oil INI you can set the 3 lines at: [Rendering/MeshLoading] to ignore. This could possibly have an influence. However, these settings should give the engine a little “more air” under load, but maybe too much for your setup.
yes, i undertand... but what do you by "you can set the 3 lines at: [Rendering/MeshLoading] to ignore. " there are only 2 lines in [Rendering/MeshLoading] , it looks like this in my .ini: [Rendering/MeshLoading] AutoRefreshTime = 0.120000; ### (0.100000) 0.120000, 0.150000 ForceSyncMeshLoading = true; ### (false)
simple, you use the old 3.10.6, the new one 3.20.4 has 3 lines. :P if you edit the file and set ; in front of a line, the engine will ignore the line and SCPIT won't change the value. You can try this, I don't think it helps, but maybe worth a try. Who knows... ;)
PS: Notepad2 (link at optional requirements) may help to edit INIs a lot easier (or any other good notepad).
Hey there! Just so you're aware, this mod makes Depth of Field in Photo Mode not work. Not sure if that it intended or not, but I was able to confirm that it was specifically this mod that caused the issue. I was using the dominant version, if that helps.
Depth of Field: yes SCPIT sets it to disabeld in the "Developer Toggles" section. As I wrote on the main page, Just place a ; in front of the line (in the INI file), and the engine ignores the SCPIT setting, then it works as usual. I also set the ones that are in the game GUI, to really make sure that the game implements these settings everywhere, cut scenes etc...
"Developer Toggles" overwrite the settings in the game GUI. But you can easy edit the file for your wishes. That's how it's meant to be.
My bad. Thought I read everything, but it was pretty late when I installed, so I'm sure I just missed it. I did a ctrl+f for "DOF" and "depth of field" in the comments section, but didn't think to do it on the description page.
I only wrote about 'Developer Toggles' on the page. You'll find it if you open the INI file. I tried to keep the page short. Anyway, it's not anyone's fault. ;)
first, it is good that you share some information about possible settings, could be useful for newbies. i checked the file, didn't found any particular useful new parameters for my game. well, and lack of detailed descriptions makes most of settings very questionable to change manually. i see some parameters also duplicate settings in game's menu. but as ready to use preset it's ok. as for me, just going to try breathing system out of curiosity :) could also add two parameters from my own settings: [SaveConfig] AutoSaveDistanceThreshold = 5.000000 AutoSavePeriod = 1200 ; time in seconds, 1200 = 20min this parameters reduce amount of autosaves (and stutters caused by them).
Thanks for the feedback, It's hard to describe all the settings correctly. My notes consist of my own experience, guesses and the results of many tests, as well as some information from others. Only CPR knows exactly what each setting does. Some settings are set to the same value as the game default. This ensures that these settings have not been changed by other mods.
SCPIT is not trying to reinvent the wheel. I can only work with what is already known, as well as my own tests and experiences. I have tried to incorporate the essentials into a simple mod. It's easily editable. I'm glad you did exactly that, because that's how it was meant to be! Anyone can easily add your customisations for “Auto Save” to their own INI file (if required). Thanks for that!
However, many people have very different ideas about AutoSave. So it's difficult to find a good compromise value, to put it into the mod. I have also “played” with these values, but I'm back to default. Thanks for your understanding.
and one question not related to your mod but intriguing me: what prompt did you used for generating cover image?) specifically what she is holding in hand? - very strange object, i should say :)))
scroll down, I explained some things about SCPIT+UltraPlus. I can only speak about SCPIT. Most of it's settings are working with or without RT or PT. The others will be "ignored" from the engine if you switch off RT for example. They are like config settings for things that are not used.
SCPIT_engine_oil is standalone. It's included in the main file and I cut it out (like all optional files), if someone only wants the performance/stability settings.
So yes, you can only use this one. that's exactly how it's meant to be. ;)
Hi, die Mod scheint echt gut zu laufen, Danke! Kannst du mir sagen, welche Schriftart du verwendest? Sieht etwas enger aus als Original. Ich hab gesehen, dass damit die Abstände der Minimap Widgets zum unteren Rahmen nicht mehr so gut passen, das möchte ich mal testen.
Was the best font I could find, should be small/narrow but still readable... Teko Font and Menus Recolor - Optional files: "Teko Font only"
PS: Der Fairness den anderen gegenüber, ist englisch auf Nexus besser. Wenn ich Posts lese bekomme ich immer Plack, wenn die da alle möglichen Spachen benutzen. Danke für dein Verständnis und das dir der Mod gefällt. ;)
53 comments
I didn't made SCPIT as a competitor, just for me personally. Because nothing fulfilled my requirements.
I share it here to give something back, for all the great mods I've used over the years.
You are total free to use it, alone, together with other mods or not at all.
Feedback is welcome, questions are possible, but I'm not interested in a debate about which mod is better.
Q: Which is better, the fork or the knife? A: Neither! - THX
Bloom
CharacterRimEnhancement
ChromaticAberration
ConstrastAdaptiveSharpening
DepthOfField
FilmGrain
MotionBlur
These settings overwrite the game GUI settings. This ensures that these settings are applied everywhere (cut scenes, photo mode etc.). The mod is designed to be the base (built for my taste) and anyone can easily customize it to their needs. For this reason, it contains all “Developer Toggles”, even if it only changes a few. This is to show you what is possible and give you options.
Just open the INI with a notepad and adjust the values. The default values are shown in (brackets). A semicolon ; tells the engine to ignore everything in the line that comes after it. Easy as pie.
There is a SCPIT_engine_oil version, without any visual changes.
- open the INI file with notepad (optional, if you use a good notepad like notepad2, the lines are formatted and color-coded)
- find the line: ;HideFPPAvatar = false
- delete the ; in front of the line: HideFPPAvatar = false
- save the file.
That's it. Easy as pie. About the missing head, read my notes on the main page.PS: The ; is a marker for the engine to ignore the line. The line instructs the engine to hide the mirror image with the default value "true". This instruction is now set from “true” to “false”.
The mod only changes the quality of the raster shadows. Neither LOD nor shadow distances. In 3 months I never had any problems with shadows! Sounds more like another mod or a conflict with another mod to me. Possibly cranked settings in the save file. If you are unhappy just delete it. Everything should then be as it was without it. If you don't believe me, you can set all the values it changes, in the INI file to the (default) values.
built the mod for my own purposes, and I find that bloom negatively affects the quality for me.
I don't use PT. Therefore, the mod is not optimised or adapted for PT in any way, nor does it change PT settings specifically. Most settings (of the mod) don't care if you use raster/RT/PT. Just try it out and delete it if you don't like it.
There is also a version (SCPIT_engine_oil) with no visual settings.
Tried - Engine oil - no performance increase, same 80-86 fps on 4090, only changes that i see some dark corners bacame lighter
may be my game is tweaked enough already...
Peace
NightCityStreets changes many settigs at "Crowd/Crowds/CrowdMovement/Traffic/Vehicles". SCPIT only 3, 2 very common used ones (UncrowdOneLaneRoads, UncrowdMultiLaneRoads) and (StrictCrowdLodsEnabled). You may have another conflicting mod,not all use INIs to change the same settings. The "dominant/compatible" is one more option, not a sollution for all conflicts. There are settings - which have an effect on other settings and end up creating a bad look.
Performance does not equal FPS. FPS is one part of performance It also includes stability, stuttering, FPS-drops and more like loading times...
I tell you the "ugly truth" about performance mods - and I know many will hate me for that.
To gain more FPS you have to repair something "broken" in the game/engine/driver/system itself or switch something on/off.
Almost all “performance mods” try to “optimize” the engine settings. In order to really get more FPS, this is almost always “bought” with worse graphics/effects.
The “trick” here is to switch off/reduce what you don't or hardly see (but costs FPS). But to increase what you can see (and costs as little FPS as possible).
Very good mods try to find the “sweet spot” and most of them have a focus (PT, RT, lights, shadows, fog...). For my taste, far too many settings are often changed, with unclear bad side effects.
SCPIT's focus is not to reduce the graphics to get more FPS! It is an attempt to increase the general optics and performance (stability, stuttering, FPS drops) and maybe some FPS with only a few settings (for as few side effects as possible). On top, some "nice to have" gimmicks. All in a transparent way and easy to edit.
next game will test it for stablity, but i guess it should not conflict with Draw Distance mods ?
(its Not So good Draw Distance from Sousine)
SCPIT only optimises the Raster-Shadows. It leaves out LOD/Distance and RT shadows/reflections (and many more) for good reason.
There are already very good mods for these and this gives everyone the freedom, to combine SCPIT without problems with many other mods.
Im using "engine_oil" version. So question about other versions, is there any "setting"(line) that affects presence of NPCs behind you. I mean sometimes i spinning my fpp camera and most of the NPCs appears with delay. sometimes its 2 npcs smoking toghether, than i spinn, only one from them appears. I spinn again they appers toghether. So just the game itsself... Is there any chance that this could be affacted? Best regards and thatnk you for your work.
But NPCs that don't disappear but take longer to “load”? That sounds like a resource problem.
The engine saves resources by trying to leave out as much as possible of what it “thinks” you can't see. Imagine if the engine had to calculate 20,000 NPCs, but you can only see 100 of them and in the next 2 seconds maybe a max. of another 200. It also differentiates between calculating and displaying. The AI tries to be clever, but is sometimes stupid.
SCPIT opens some “bottlenecks” to let the engine show more, not less. I only very rarely had “disappearing NPCs”. Realistic Traffic Density seems to have helped (for me).
In the SCPIT_engine_oil INI you can set the 3 lines at: [Rendering/MeshLoading] to ignore. This could possibly have an influence. However, these settings should give the engine a little “more air” under load, but maybe too much for your setup.
there are only 2 lines in [Rendering/MeshLoading] , it looks like this in my .ini:
[Rendering/MeshLoading]
AutoRefreshTime = 0.120000; ### (0.100000) 0.120000, 0.150000
ForceSyncMeshLoading = true; ### (false)
sorry didnt get that
if you edit the file and set ; in front of a line, the engine will ignore the line and SCPIT won't change the value. You can try this, I don't think it helps, but maybe worth a try. Who knows... ;)
PS: Notepad2 (link at optional requirements) may help to edit INIs a lot easier (or any other good notepad).
I also set the ones that are in the game GUI, to really make sure that the game implements these settings everywhere, cut scenes etc...
"Developer Toggles" overwrite the settings in the game GUI. But you can easy edit the file for your wishes. That's how it's meant to be.
i checked the file, didn't found any particular useful new parameters for my game. well, and lack of detailed descriptions makes most of settings very questionable to change manually. i see some parameters also duplicate settings in game's menu. but as ready to use preset it's ok.
as for me, just going to try breathing system out of curiosity :)
could also add two parameters from my own settings:
[SaveConfig]
AutoSaveDistanceThreshold = 5.000000
AutoSavePeriod = 1200 ; time in seconds, 1200 = 20min
this parameters reduce amount of autosaves (and stutters caused by them).
It's hard to describe all the settings correctly. My notes consist of my own experience, guesses and the results of many tests, as well as some information from others. Only CPR knows exactly what each setting does. Some settings are set to the same value as the game default. This ensures that these settings have not been changed by other mods.
SCPIT is not trying to reinvent the wheel. I can only work with what is already known, as well as my own tests and experiences. I have tried to incorporate the essentials into a simple mod. It's easily editable. I'm glad you did exactly that, because that's how it was meant to be!
Anyone can easily add your customisations for “Auto Save” to their own INI file (if required). Thanks for that!
However, many people have very different ideas about AutoSave. So it's difficult to find a good compromise value, to put it into the mod. I have also “played” with these values, but I'm back to default. Thanks for your understanding.
I can only speak about SCPIT. Most of it's settings are working with or without RT or PT. The others will be "ignored" from the engine if you switch off RT for example. They are like config settings for things that are not used.
So yes, you can only use this one. that's exactly how it's meant to be. ;)
Kannst du mir sagen, welche Schriftart du verwendest? Sieht etwas enger aus als Original. Ich hab gesehen, dass damit die Abstände der Minimap Widgets zum unteren Rahmen nicht mehr so gut passen, das möchte ich mal testen.
Teko Font and Menus Recolor - Optional files: "Teko Font only"
PS: Der Fairness den anderen gegenüber, ist englisch auf Nexus besser. Wenn ich Posts lese bekomme ich immer Plack, wenn die da alle möglichen Spachen benutzen. Danke für dein Verständnis und das dir der Mod gefällt. ;)
PS: da haste recht