ReksikPerformance
FPS and Session Reliability for ROUNDS: adaptive VFX and lights, Photon diagnostics, fail-closed guards, and opt-in room-bound next-point rejoin.
About this mod Author’s original text
ReksikPerformance 0.3.1
ReksikPerformance treats Session Reliability and Squeeze FPS as equal product pillars for heavily modded, long-running ROUNDS sessions.
The performance side applies reversible client-local graphics and VFX budgets. The reliability side records bounded evidence, installs narrowly verified guards for known error storms, and offers an opt-in non-host hot-rejoin experiment. Experimental rejoin is disabled by default.
What this mod does
| Area | What it does |
| --- | --- |
| Local frame pacing | Applies a target frame rate and VSync interval. |
| Local graphics | Controls MSAA, shadows, shadow distance, pixel lights, anisotropic filtering, texture limit and LOD bias. |
| Local VFX budgeting | Caps particle systems, scales particle emission and trail lifetime, and moves overflow lights off expensive pixel/shadow rendering paths. |
| Adaptive control | Moves through T0-T3 only after sustained frame pressure and recovers one tier at a time after sustained headroom. |
| Live evidence | Shows an optional FPS, 1% low, frame-time, managed-memory, GC and tracked-VFX overlay. |
| Session diagnostics | Records bounded, privacy-safe Photon state, world counts, plugin inventory and error fingerprints. |
| Reliability guards | Patches only exact, audited method signatures and leaves unknown versions untouched. |
| Experimental rejoin | Makes at most two room-bound Photon rejoin attempts for an eligible non-host, then validates warm state at the next point boundary. |
What this mod does not do
ReksikPerformance does not:
- change damage, projectile simulation, card balance or authoritative game state to gain FPS;
- promise higher FPS when the bottleneck is third-party gameplay code, physics, networking, the GPU driver or another external limiter;
- pool arbitrary mod objects or rewrite every mod's update loops;
- reduce ping, repair packet loss, prevent every disconnect or eliminate desync;
- migrate a host, elect a replacement master client or reconnect the disconnected host;
- save and restore an arbitrary mid-point world;
- restore health from the pre-disconnect snapshot, running coroutines, card-owned transient components, spawned objects, current projectiles or pick-screen state;
- silently patch unknown mod versions when an audited runtime contract no longer matches.
Requirements
- BepInEx-BepInExPack_ROUNDS-5.4.1901
- willis81808-UnboundLib-3.2.14
FPS profiles and diagnostics are client-local. Each player who wants those features installs the mod for themselves.
Experimental rejoin is different: the room creator and the reconnecting non-host client must both enable it before the room is created. A client cannot retrofit Photon TTLs onto an existing room.
In a lobby with additional peers, every peer that can run the audited player-left callbacks should use the same opt-in. There is no config handshake; an unconfigured third client can still perform destructive vanilla cleanup when it observes the inactive actor.
Quick start
- Open the UnboundLib mod settings menu.
- Open REKSIK PERFORMANCE.
- Keep Session Reliability enabled.
- Choose Balanced for a long modded session.
- Keep Adaptive VFX Pressure Control enabled.
- Enable the compact overlay only while tuning or troubleshooting.
- Leave experimental rejoin disabled unless you are deliberately testing with a host and a second client.
The menu is dark, refreshes from the real config values, and keeps every toggle visibly marked [ON] or [OFF].
Quick presets
These are recommended recipes, not additional values of the Profile enum.
| Goal | Recommended settings |
| --- | --- |
| Long modded session | Profile=Balanced, adaptive on, Session Reliability on, diagnostics on, guards on, experimental rejoin off. |
| Maximum uncapped local FPS | Profile=MaxFps, adaptive on, overlay temporarily on. |
| Weak GPU or extreme visual clutter | Profile=Potato, adaptive on. Potato uses a 90 FPS target but lowers texture and VFX cost more aggressively. |
| Competit
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: