Few remaining fixes, a bunch of performance improvements, and an update for CSP previews
Some of the reports took me quite a while to figure out, my apologies. Now, it should be pretty much ready. The only thing left is rain physics misbehaving badly on some PCs, so unless something else explodes, the final 0.3 should be out in a few days.
Quite a few fixes in this build too. Suspension damage is back to normal, AC window should finally work properly with multiple monitors with different scales (turns out, I had a compatibility option enabled in AC settings this entire time, that’s why I couldn’t recreate some of the issues before), and a lot of performance regressions should be solved now as well.
Another big change is the reworked CSP previews. Some of the reports previously were mentioning reflections misbehaving: sadly, the problem there was that I mistakenly applied a change to screenshots which made CSP previews ignore one of the settings (“Reflections at camera position”), and fixing that caused previews to change, often in a negative way. I wasn’t quite sure what the ideal solution would be, so I reworked everything about the way they’re drawn, and now those CSP previews should be a lot closer to the way they look in the CM showroom. But, if you have existing presets fine-tuned to the old buggy render, it would be a shame for them to stop working, so there is also a new setting in Small Tweaks, “Old CSP previews render”, which brings the old behavior back, including buggy reflections.
If you’re using DLSS and have heard some news about the upcoming Neural Rendering feature, CSP is now ready for it. Of course, it won’t work out of the box — we’re still waiting for the official release — but once it’s out and we have a library to plug in, it should function pretty smoothly, even with the photo app and its features, such as accumulation DOF or motion blur.
Also, if you’re struggling with memory, there are a bunch of new optimizations that might help. All of them are disabled by default though (like most of the new options, to keep things safe), but you can give them a try. Plus, one of them tries to estimate the memory cost of different pieces of content, so you can finally measure which one of your mods needs the most memory.
With this build, if you see a message about CPU consumption, please look into physics details in the Render Stats app. If the FFB measurement is above 0.5 ms, enabling “Adaptive FFB performance” in the FFB Tweaks module should help. But if not, please DM a performance report to me, as always, on Telegram or Discord. And, of course, feel free to DM me if you’re experiencing crashes, bugs or other regressions, or if you have a suggestion or a question to ask.
Here is the full changelog, and here is the latest build. Thank you for all the incredible support, and, once again, sorry about all the delays. I’m trying my best to make it a decent update, so I’m hunting down as many major bugs as possible.
