Anti-NVIDIA Inspector
Original Anti-NVIDIA Inspector from JHNY. ---What is this?--- Before joining the server, a CAPTCHA menu appears. The required number to solve the CAPTCHA is only visible when player is not using NVIDIA Inspector. www.bohemia.net/community/licenses/dayz-end-user-license https://store.steampowered.com/subscriber_agreement/ After threatening with DMCA, here is summary how original BY-NC-ND lisence works. "Our public… (more)
Original Anti-NVIDIA Inspector from JHNY. ---What is this?--- Before joining the server, a CAPTCHA menu appears. The required number to solve the CAPTCHA is only visible when player is not using NVIDIA Inspector. www.bohemia.net/community/licenses/dayz-end-user-license https://store.steampowered.com/subscriber_agreement/ After threatening with DMCA, here is summary how original BY-NC-ND lisence works. "Our public licenses are intended for use by those authorized to give the public permission to use material in ways otherwise restricted by copyright and certain other rights. Our licenses are irrevocable. Licensors should read and understand the terms and conditions of the license they choose before applying it. Licensors should also secure all rights necessary before applying our licenses so that the public can reuse the material as expected. Licensors should clearly mark any material not subject to the license. This includes other CC-licensed material, or material used under an exception or limitation to copyright." "Releasing your material under a CC license means that you are permanently granting other people rights to use/copy your material, subject to the conditions of the license." YES, you can repack it, BUT include the original credits text what is shown below! INCLUDE FOLLOWING TEXT IN ALL REPACKS / SERVER PACKS:--- Credits for original Anti-NVIDIA Inspector © 2025 go to JHNY Anti NVIDIA Inspector © 2025 is Licensed under https://creativecommons.org/licenses/by-nc-nd/4.0/
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.
less than 0.001% of each server frame at 100 players (0.000 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; 23 others share it. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.000002 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | 81% | MissionServer.OnInit |
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.
Other findings
super() only on some paths · 2 · warning
- DayZGame.Connect calls super.Connect() only on some paths — on the others the chain below this mod is dropped.
ANVI.pbo::scripts\3_game\dayzgame.c:12 - MissionBase.CreateScriptedMenu calls super.CreateScriptedMenu() only on some paths — on the others the chain below this mod is dropped.
ANVI.pbo::scripts\5_mission\missionbase.c:7
- DayZGame.Connect calls super.Connect() only on some paths — on the others the chain below this mod is dropped.
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 4 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 |
|---|---|---|---|---|
DayZGame.Connect |
— | yes | conditional | ANVI.pbo::scripts\3_game\dayzgame.c:12 |
DayZGame.DisconnectSessionScript |
— | yes | ✓ | ANVI.pbo::scripts\3_game\dayzgame.c:25 |
MissionBase.CreateScriptedMenu |
— | yes | conditional | ANVI.pbo::scripts\5_mission\missionbase.c:7 |
MissionServer.OnInit |
T3 | yes | ✓ | ANVI.pbo::scripts\5_mission\missionserver.c:8 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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.
ANVI.pbo
ANVI— requiresDZ_Scripts,DZ_Data
census 1.1 · findings 1.1 · hash 8437466aa79fe2ec