CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

Other CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

I haven't been able to get this to work at all. Everytime I replace the Assembly-CSharp.dll it just freezes. I have an i7-11800, which probably isn't supported, but I can't get anything to run.
 
If anyone using plugins like spqr performance and setting their phsyics from there say like 40 or 30 etc, then try to remove that plugin and set the physics to auto(72). After doing that the performance i was very very noticeable and faster. I was bottlenecking my overall performance really hard by reducing the physics from the plugin cuz i used to use this plugin too when i didn't had this patch so it was serviceable, but due to this patch i don't need to limit physics lower anymore. I was shocked how much perfomance gains i had when i removed the plugin from the session.
 
I haven't been able to get this to work at all. Everytime I replace the Assembly-CSharp.dll it just freezes. I have an i7-11800, which probably isn't supported, but I can't get anything to run.
I don't really think thats the case, i have i5 2400 and everything seems to be working fine.
 
If anyone using plugins like spqr performance and setting their phsyics from there say like 40 or 30 etc, then try to remove that plugin and set the physics to auto(72). After doing that the performance i was very very noticeable and faster. I was bottlenecking my overall performance really hard by reducing the physics from the plugin cuz i used to use this plugin too when i didn't had this patch so it was serviceable, but due to this patch i don't need to limit physics lower anymore. I was shocked how much perfomance gains i had when i removed the plugin from the session.
True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.

Also, someone said vrperfkit mod is incompatible as well.

I am running HQ Physics now at 90 with physics cap of 3, with breast softbody physics on and Naturalis plugin. Hovering around 90 fps with Q3 in 90hz mode in VR is crazy good compared to before having this patch. Usually 2 persons scenes with a big mirror. MSAA is at 2x, but I do use NIS/FSR too to prevent 4090 from maxing out to 100%. Process Lasso's CPU affinities are used to assign 13900K's 8 fast performance cores to VaM, skipping HT ones in between. All other stuff is put to cores 16-32.

I've used the settings in the mod page for 13900K, but put both parts the same and did not lower values for [threadsVR]:

[threads]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

[threadsVR]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15

I saw someone recommended keeping skinmeshPart setting lower, but I haven't really noticed much improvement there yet. Have to test out more after.
 
True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.

Also, someone said vrperfkit mod is incompatible as well.

I am running HQ Physics now at 90 with physics cap of 3, with breast softbody physics on and Naturalis plugin. Hovering around 90 fps with Q3 in 90hz mode in VR is crazy good compared to before having this patch. Usually 2 persons scenes with a big mirror. MSAA is at 2x, but I do use NIS/FSR too to prevent 4090 from maxing out to 100%. Process Lasso's CPU affinities are used to assign 13900K's 8 fast performance cores to VaM, skipping HT ones in between. All other stuff is put to cores 16-32.

I've used the settings in the mod page for 13900K, but put both parts the same and did not lower values for [threadsVR]:



I saw someone recommended keeping skinmeshPart setting lower, but I haven't really noticed much improvement there yet. Have to test out more after.
1708540497922.png

I have set everything to 2 and as my HT is off i used these values for my 4 threads cpu. i have been seeing people changing update caps to 2 or 3 but i don't know what benefit it provides over 1 cuz my fps decreases alot and physics are really stuttery, but value of 1 is the smoothest and most responsive to me. maybe its upto different specs and all? i am talking on Desktop mode only though. Before the patch i couldn't really use the higher physics cuz then my game feels like slow motion cuz my pc couldn't catchup to those frames so i used to have spqr performance plugin to cap my phsyics lower so that the game doen't run slow motion. It was a little janky though as there were less physics but i could deal with them, but after the patch higher physics works amazing now and game doesn't run slow motion and due to which no more janky physics of 30HZ. Literal black magic lol. Oh and using lossless scaling frame generation on top of that litrelly doubles my fps and smoothness too lmao.
 
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View attachment 337630
I have set everything to 2 and as my HT is off i used these values for my 4 threads cpu. i have been seeing people changing update caps to 2 or 3 but i don't know what benefit it provides over 1 cuz my fps decreases alot and physics are really stuttery, but value of 1 is the smoothest and most responsive to me. maybe its upto different specs and all? i am talking on Desktop mode only though. Before the patch i couldn't really use the higher physics cuz then my game feels like slow motion cuz my pc couldn't catchup to those frames so i used to have spqr performance plugin to cap my phsyics lower so that the game doen't run slow motion. It was a little janky though as there were less physics but i could deal with them, but after the patch higher physics works amazing now and game doesn't run slow motion and due to which no more janky physics of 30HZ. Literal black magic lol. Oh and using lossless scaling frame generation on top of that litrelly doubles my fps and smoothness too lmao.
:unsure:You can nver have enough :LOL: So, what is this voodoo you called Lossless scaling frame generation? Need to check it out, but it probably doesnt work in VR at all, right?
 
:unsure:You can nver have enough :LOL: So, what is this voodoo you called Lossless scaling frame generation? Need to check it out, but it probably doesnt work in VR at all, righ
Can't really say much if it works or not for vr but on desktop it definitely does. Lossless scaling is a 3rd party app on steam. Before it was just a universal scaler for pc which could be applied in any game. Scalers like fsr nis its own scaler etc but due to increase popularity of frame generation they also included it on their application. It is software base though so ofcourse it might not be as great as nvidia hardware base dlss frame generation but the good thing is we can use this on any game and even on videos too! Like if video is 30 frames per second then it will be 60! If used lossless scaling frame generation. Its still new though and have a bright future. Mean while others like fsr 3 frame generation etc are limited to certain hardwares and certain supported game with better implementation so you can expect some ghosting artifacts here and there with lossless scaling but hey free fps right? Might need to check it out 1st on youtube videos to get better grasp of it.
 
People gotta remember, all VR already has frame generation available, through motion smoothing/asw and the likes.
 
True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.

Also, someone said vrperfkit mod is incompatible as well.

I am running HQ Physics now at 90 with physics cap of 3, with breast softbody physics on and Naturalis plugin. Hovering around 90 fps with Q3 in 90hz mode in VR is crazy good compared to before having this patch. Usually 2 persons scenes with a big mirror. MSAA is at 2x, but I do use NIS/FSR too to prevent 4090 from maxing out to 100%. Process Lasso's CPU affinities are used to assign 13900K's 8 fast performance cores to VaM, skipping HT ones in between. All other stuff is put to cores 16-32.

I've used the settings in the mod page for 13900K, but put both parts the same and did not lower values for [threadsVR]:



I saw someone recommended keeping skinmeshPart setting lower, but I haven't really noticed much improvement there yet. Have to test out more after.
We're still waiting for your Before and After performance screenshots of saying you got double FPS in VR with the patch 🤔

Personally, I think you're just having a placebo feeling, but waiting for your screenshots :ROFLMAO:
 
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In case anyone else with a similar build finds this useful for why they may not be seeing improvements --

After a ton of benchmarks with various setups, I confirmed that the 3080 was bottlenecking my 13900k, preventing any noticeable improvements.
Setting desktop to 1280x800 got around the GPU bottleneck let me finally see some CPU gains for all benchmarks (other than just baseline 3).

Clean_Benchmark-20240222-034936_1280.png

(edited, i had posted the wrong pic before)
Patched_Benchmark-20240222-033647_1280.png

(fwiw, I did see a small fps gain in using Game vs studio drivers, so def do that)

It is a CPU patch after all, so still happy and thankful for this. Now waiting on the GPU patch! 🙏🤣
 
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I tried a lot of settings and got confused) Can anyone tell me the settings for the i5-8600K?
 
Just making sure, the next update will be the one including the fix for the stutter every 90 seconds or so yeah? I'm just salivating at the thought of it.
 
tried lot of setting too: fapping with my left hand (vr mode) I get min. 10 fps plus. My right hand was bottlenecking my 3080 (that is clear!). My 13700k fully patched with the help of my grandma (old female cpu affinities ...) was not guilty at all: I noticed just some sporadic digital fartings when I play timelined loops with more than 10 persons for a single vam-scene in a 5GB custom unity asset environment, various plugins and ... a long list of active light points.

ps: for hub moderator(-s). I got evidences: some spies from steam-crapware galaxy they are trying to sabotage this fantastic patch-project. I saw a wet badge abandoned in vam-x discord channel: it was belonging to a steam secret-agent patcher_commando.
Of course I was not touching (the badge)... for igienic and distorted_security motivations.
 
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Is a VaM.exe supposed to be included in the package or I'm just getting it wrong?
why do people keep asking if VaM.exe is supposed to be included in the package? Every unity game has the same player.exe, it's just renamed and has a different icon for every unity game. The actual game code is in the Assembly-csharp.dll
 
We're still waiting for your Before and After performance screenshots of saying you got double FPS in VR with the patch 🤔

Personally, I think you're just having a placebo feeling, but waiting for your screenshots
Sheesh...go ahead and wait then some more, because I don't need you to believe anything or do as you say as "we". And I said "almost" remember, perhaps not scientific test, but clearly not placebo either. I think I have more VaM VR hours in five days than in past three months combined now, that matters to me.

In my experience, in the VR scenes I play, I did go from 40-50 and 70-90 range and have been able to crank up the physics a lot at the same time. It feels like a completely different game now in VR, where my fps was real crap vs. desktop, go figure why. Maybe my settings were unoptimal before, this is not a vanilla install by any stretch, but still credit goes to turtlebackgoofy for fixing my VaM for me.

Without mirrors, in some scenes, it can go even to 120 range with Q3 in 120hz mode when using embody with 2 person atoms max. Problem is that watercooled and oc'ed 4090 maxes out usually around 100 fps mark and before some of my 6ghz. Big 4k mirrors with msaa x8 still destroy fps, so I mostly use 2k 2xmsaa or small 4k ones.
 
Just making sure, the next update will be the one including the fix for the stutter every 90 seconds or so yeah? I'm just salivating at the thought of it.
This! I have had this same weird thing for long (years even?), which I thought is just some plugin overload of my bloated VaM install.. Lol, so you're saying that I am not the only one, so there is hope still!
 
do you want a beta version of the new patch? I'm starting to see weird issues sometimes, I think its due to me hotpatching everything using dnspyex and it not correctly recompiling unity classes. Not sure if I should continue or instead just properly implement it in vam with meshedvr.
 
do you want a beta version of the new patch? I'm starting to see weird issues sometimes, I think its due to me hotpatching everything using dnspyex and it not correctly recompiling unity classes. Not sure if I should continue or instead just properly implement it in vam with meshedvr.
I can test any beta version as long as you post it :)
 
do you want a beta version of the new patch? I'm starting to see weird issues sometimes, I think its due to me hotpatching everything using dnspyex and it not correctly recompiling unity classes. Not sure if I should continue or instead just properly implement it in vam with meshedvr.
Happy to test a beta, also would love to see it implemented directly. Thanks for your work here.
 
Also, for those using process lasso, and i meant to mention earlier as I have been using with vam for years. Cpu sets works better for me than affinity.

CPU sets allow you to tell the app to only use the affinity you set UNLESS it runs out of power. If it needs cores beyond for example the non ht p cores, it will grab as needed, but primarily will run only what you set in CPU sets (same as setting affinity)
 
why do people keep asking if VaM.exe is supposed to be included in the package?

Probably because you wrote in description:
Extract into main directory, so you get:

\VaM.exe
\PerformancePatches\SkinMeshPartDLL.dll
\PerformancePatches\SkinMeshPartDLL.ini
\VaM_Data\Managed\Assembly-CSharp.dll

So everyone assumes that modifed VaM.exe should be in the archive. But VaM.exe is just indication of proper extraction...
 
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