sVisual
Information sVisual aims to improve visual cues and feedbacks about gameplay, by using post processing effects and camera overlays without relying on GUI, hence improving immersion. It adds effects for when you're bleeding out, when you get hit, when you're close to pass out and much more. It also adds some new features like: Dynamic Depth of Field Headbob Motion blur Bloom Camera improvements Overlays for glasses,… (more)
Information sVisual aims to improve visual cues and feedbacks about gameplay, by using post processing effects and camera overlays without relying on GUI, hence improving immersion. It adds effects for when you're bleeding out, when you get hit, when you're close to pass out and much more. It also adds some new features like: Dynamic Depth of Field Headbob Motion blur Bloom Camera improvements Overlays for glasses, masks and helmets It also allows for configurability; while in-game, open the options menu, open the sUDE tab and finally open the sVisual tab. Here you'll find many options that you can configure to your likings, such as: effects intensity, headbob intensity, depth of field and more. Note: the server you're playing in may be "constraining" these options; a message will appear to state so, if that's the case Need help? Come over to my DISCORD Modding sVisual implements its effects and overlays using sFramework. If you're a modder and you'd like to modify sVisual or add your own custom effects or overlay, give a look at my tutorials Github page For a better insight give a look at the github page: github.com/simonvic/sVisual Monetization You are hereby given monetization approval, as long as you follow the DayZ Server Monetization rules and have obtained permission from Bohemia Repack You are NOT allowed to repack any part of this mod, unless given my explicit consent Contact me Found a bug or want to give a suggestion? Feel free to contact me! Discord server: DISCORD Buy me a coffee
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
0.00498% of each server frame at 100 players (0.050 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 others share it. Ranked list.
Every-frame hooks carry 99.6% of this mod's structural load. 0.050 ms/s in all.
2 hooks · 0.05 ms/s
1 hook · 0.0002 ms/s
| Every-frame hooksrun every server frame | 2 hooks | 0.05 ms/s | 99.6% | DayZPlayerCamera3rdPersonProneBase.OnUpdate, DayZPlayerCameraIronsights.OnUpdate |
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 0.4% | Clothing.EEHealthLevelChanged |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Other findings
Checks answered without super() · 4 · warning
- BurlapSackCover.hasOverlays returns its own answer without consulting super.hasOverlays() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
sVisual.pbo::scripts\4_World\sUDE\clothing\BurlapSackCover.c:21 - DayZPlayerCamera1stPersonVehicle.isDDOFEnabled returns its own answer without consulting super.isDDOFEnabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPersonVehicle.c:2 - DayZPlayerCamera3rdPersonVehicle.isDDOFEnabled returns its own answer without consulting super.isDDOFEnabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPersonVehicle.c:3 - DayZPlayerCameraIronsights.isHeadLeanEnabled returns its own answer without consulting super.isHeadLeanEnabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:17
- BurlapSackCover.hasOverlays returns its own answer without consulting super.hasOverlays() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 48 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
BurlapSackCover.OnRemovedFromHead |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\clothing\BurlapSackCover.c:5 |
BurlapSackCover.HandleAttachedToHead |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\clothing\BurlapSackCover.c:13 |
BurlapSackCover.hasOverlays |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\clothing\BurlapSackCover.c:21 |
Clothing.OnWasAttached |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\clothing\Clothing.c:123 |
Clothing.OnWasDetached |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\clothing\Clothing.c:137 |
Clothing.EEHealthLevelChanged |
T2 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\clothing\Clothing.c:151 |
DarkMotoHelmet_ColorBase.GetEffectWidgetTypes |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\clothing\DarkMotoHelmet.c:3 |
DayZPlayerCamera1stPerson.isHeadbobEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:3 |
DayZPlayerCamera1stPerson.isHeadLeanEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:7 |
DayZPlayerCamera1stPerson.isDDOFEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:11 |
DayZPlayerCamera1stPerson.getLeanRollAngle |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:16 |
DayZPlayerCamera1stPerson.OnUpdate |
T0 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:21 |
DayZPlayerCamera1stPersonVehicle.isDDOFEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPersonVehicle.c:2 |
DayZPlayerCamera3rdPerson.isHeadbobEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:3 |
DayZPlayerCamera3rdPerson.isHeadLeanEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:7 |
DayZPlayerCamera3rdPerson.isDDOFEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:11 |
DayZPlayerCamera3rdPerson.OnUpdate |
T0 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:15 |
DayZPlayerCamera3rdPersonProneBase.OnUpdate |
T0 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:24 |
DayZPlayerCamera3rdPersonVehicle.isDDOFEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPersonVehicle.c:3 |
DayZPlayerCameraBase.OnUpdate |
T0 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraBase.c:29 |
DayZPlayerCameraIronsights.OnUpdate |
T0 | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:3 |
DayZPlayerCameraIronsights.AdjustCameraParameters |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:9 |
DayZPlayerCameraIronsights.isHeadLeanEnabled |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:17 |
DayZPlayerCameraOptics.AdjustCameraParameters |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:3 |
MotoHelmet_ColorBase.GetEffectWidgetTypes |
— | yes | ✗ none | sVisual.pbo::scripts\4_World\sUDE\clothing\MotoHelmet.c:3 |
OptionsMenuSUDE.initMenus |
— | yes | ✓ | sVisual.pbo::scripts\5_Mission\sUDE\gui\optionsMenu\OptionsMenuSUDE.c:2 |
PlayerBase.OnBleedingBegin |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:31 |
PlayerBase.OnBleedingEnd |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:41 |
PlayerBase.OnBleedingSourceAdded |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:49 |
PlayerBase.OnBleedingSourceRemoved |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:57 |
PlayerBase.OnReceivedHit |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:65 |
PlayerBase.OnPlayerLoaded |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:78 |
PlayerBase.OnUnconsciousStart |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:110 |
PlayerBase.OnUnconsciousStop |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\PlayerBase.c:116 |
PPERequester_BurlapSackEffects.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:60 |
PPERequester_GenericBlackGlassesBase.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:11 |
PPERequester_GlassesAviator.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:4 |
PPERequester_GlassesAviator.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:39 |
PPERequester_GlassesSportBlue.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:18 |
PPERequester_GlassesSportGreen.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:25 |
PPERequester_GlassesSportOrange.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:32 |
PPERequester_TacticalGoggles.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:46 |
PPERequester_WeldingMask.OnStart |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\vanillaRequesters.c:53 |
StaminaHandler.CheckStaminaState |
— | yes | ✓ | sVisual.pbo::scripts\4_World\sUDE\StaminaHandler.c:9 |
SUserConfig.onPreload |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\config\sUserConfig.c:7 |
SUserConfig.onConstraintsReceived |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\config\sUserConfig.c:12 |
SUserConfigConstraints.onPreload |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\config\constraints\sUserConfigConstraints.c:7 |
SyncSUserConfigConstraintsRPC.onSetup |
— | yes | ✓ | sVisual.pbo::scripts\3_Game\sUDE\config\constraints\sUserConfigConstraints.c:15 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerCamera3rdPersonProneBase.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZPlayerCameraIronsights.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
Clothing.EEHealthLevelChanged | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
sVisual.pbo
sVisualrequiredVersion 0.1 — requiressFramework,DZ_Characters_Headgear,DZ_Characters_Glasses
census 1.1 · findings 1.1 · hash 3bd5c1ff9d2bf913