← modperf · analyzed mods

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

Workshop 2469448088 · mod updated 2026-09-25 · analyzed 2026-10-03 04:19 UTC · history · 26 script files

CharacterMechanics Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 61% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 others share it. Ranked list.

10
20
30
40
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • This mod
  • 40 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Every-frame hooks carry 99.6% of this mod's structural load. 0.050 ms/s in all.

99.6%Every-frame hooks · 99.6%
2 hooks · 0.05 ms/s
Event hooks · 0.4%
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.

OnUpdate × 2 classes
every server frame
no I/O, timers or RPC
EEHealthLevelChanged on Clothing
per event
no I/O, timers or RPC

Other findings

What this report can tell you

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.

What it cannot

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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
DayZPlayerCamera3rdPersonProneBase.OnUpdateT0 1000.0measured0.0248
DayZPlayerCameraIronsights.OnUpdateT0 1000.0measured0.0248
Clothing.EEHealthLevelChangedT2 8.0placeholder0.0002

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

  • sVisual requiredVersion 0.1 — requires sFramework, DZ_Characters_Headgear, DZ_Characters_Glasses

census 1.1 · findings 1.1 · hash 3bd5c1ff9d2bf913