← modperf · analyzed mods

graphical killfeedFIX

this is a direct repost of Kit's "DayZ Graphical Killfeed" which should now work correctly as the meta.cpp is fixed in this version, all credit goes to Kit as this is 100% just his work, uploaded correctly to function on a custom dayz server. https://steamcommunity.com/sharedfiles/filedetails/?id=2487700861 Please feel free to repack!!!

Workshop 2522679774 · mod updated 2021-06-20 · analyzed 2026-10-03 09:00 UTC · history · 7 script files

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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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

census 1.1 · findings 1.1 · hash 666f8c151632ea04