rssVisionX (vx)
| Category: | script |
|---|---|
| Author(s): | Corruptss |
| Downloads: | 27 |
| Rate: | You need to be logged in to vote |
| Rating: | None (0) |
Description:
**VisionX 3.0 - The Next-Generation Draw Distance & LOD Manager**
**What is VisionX? A New Standard for Draw Distance.**
VisionX is a complete, ground-up rewrite of the traditional draw distance script. Its purpose is to dramatically increase the render distance for map objects, creating immersive, seamless worlds without the performance cost and instability of older scripts. It is designed to be a lightweight, intelligent, and fully dynamic resource that requires zero manual configuration.
---
**Why VisionX? How It's Better Than Older Scripts**
VisionX was engineered to solve the core problems that have plagued draw distance scripts for years.
**1. Unmatched Performance: The Inclusion Model**
Older scripts use an exclusion model. On every single frame, they have to check nearly every object on the entire map and ask, "Should I ignore this?". This is inefficient and creates constant CPU load, especially on complex maps.
VisionX uses an inclusion model. On startup, it performs a one-time scan to identify only the objects that need to be managed. The script then focuses its resources exclusively on that small, targeted list, making it orders of magnitude faster and lighter by not wasting resources on unnecessary objects.
**2. Engineered for Stability**
Random bugs like falling through the map, camera glitches, and physics errors are often caused by overwhelming the game engine. VisionX is built to prevent these issues:
* **Batch Creation Throttling**: Instead of creating hundreds of objects in a single frame (which causes stutter), VisionX intelligently spreads the creation process across multiple frames.
* **Optimized Code**: Avoids slow calculations (like square roots) and uses staggered timers to ensure smooth, stable performance with no frame rate spikes.
**3. Intelligent Hybrid Rendering**
VisionX works with the engine, not against it.
* **Cloned Objects**: The script fully controls custom objects, cloning them at long distances with high performance.
* **World Objects**: Other objects are handed off to the game's native streamer, with their LOD distance permanently increased. This provides "the best of both worlds": script-based performance for your map and engine-level performance for everything else.
---
**Key Features of VisionX 3.0**
* **Automatic Object Categorization**: No more manual lists! VisionX scans your map and automatically classifies objects into logical groups like "Decoration" and "Track".
* **Precision Command Control**: A powerful and simple command suite allows full control.
* `/vx deco`: Clones only decoration objects (buildings, props, rocks, etc.).
* `/vx track`: Clones only track objects (roads, bridges, tunnels, etc.).
* `/vx all`: Clones all categorized objects for maximum visual fidelity.
* `/vx off`: Disables the system.
* **In-Game Settings Panel**: Adjust performance settings like Max View Range and Creation Batch Limit in real-time through a graphical UI, no need for .lua file edits. Settings are saved and synced across the server.
* **Developer & Stats Tools**:
* `/vx stats`: Get a detailed breakdown of your map's object composition.
* `/vx build`: For map makers, this command generates a lightweight, standalone version of the script tailored specifically to your map, ready for distribution.
* **Smart Refresh System**:
* **Soft Refresh (X Key)**: Press 'X' for a fast, 500ms restart of the current rendering mode without re-scanning objects.
* **Automatic Hard Refresh**: Detects when you switch modes (e.g., from editor_main to race) and performs a full, clean re-scan of all objects after an 8-second wait, resolving the previous bug of needing a restart.
...
(more)
**What is VisionX? A New Standard for Draw Distance.**
VisionX is a complete, ground-up rewrite of the traditional draw distance script. Its purpose is to dramatically increase the render distance for map objects, creating immersive, seamless worlds without the performance cost and instability of older scripts. It is designed to be a lightweight, intelligent, and fully dynamic resource that requires zero manual configuration.
---
**Why VisionX? How It's Better Than Older Scripts**
VisionX was engineered to solve the core problems that have plagued draw distance scripts for years.
**1. Unmatched Performance: The Inclusion Model**
Older scripts use an exclusion model. On every single frame, they have to check nearly every object on the entire map and ask, "Should I ignore this?". This is inefficient and creates constant CPU load, especially on complex maps.
VisionX uses an inclusion model. On startup, it performs a one-time scan to identify only the objects that need to be managed. The script then focuses its resources exclusively on that small, targeted list, making it orders of magnitude faster and lighter by not wasting resources on unnecessary objects.
**2. Engineered for Stability**
Random bugs like falling through the map, camera glitches, and physics errors are often caused by overwhelming the game engine. VisionX is built to prevent these issues:
* **Batch Creation Throttling**: Instead of creating hundreds of objects in a single frame (which causes stutter), VisionX intelligently spreads the creation process across multiple frames.
* **Optimized Code**: Avoids slow calculations (like square roots) and uses staggered timers to ensure smooth, stable performance with no frame rate spikes.
**3. Intelligent Hybrid Rendering**
VisionX works with the engine, not against it.
* **Cloned Objects**: The script fully controls custom objects, cloning them at long distances with high performance.
* **World Objects**: Other objects are handed off to the game's native streamer, with their LOD distance permanently increased. This provides "the best of both worlds": script-based performance for your map and engine-level performance for everything else.
---
**Key Features of VisionX 3.0**
* **Automatic Object Categorization**: No more manual lists! VisionX scans your map and automatically classifies objects into logical groups like "Decoration" and "Track".
* **Precision Command Control**: A powerful and simple command suite allows full control.
* `/vx deco`: Clones only decoration objects (buildings, props, rocks, etc.).
* `/vx track`: Clones only track objects (roads, bridges, tunnels, etc.).
* `/vx all`: Clones all categorized objects for maximum visual fidelity.
* `/vx off`: Disables the system.
* **In-Game Settings Panel**: Adjust performance settings like Max View Range and Creation Batch Limit in real-time through a graphical UI, no need for .lua file edits. Settings are saved and synced across the server.
* **Developer & Stats Tools**:
* `/vx stats`: Get a detailed breakdown of your map's object composition.
* `/vx build`: For map makers, this command generates a lightweight, standalone version of the script tailored specifically to your map, ready for distribution.
* **Smart Refresh System**:
* **Soft Refresh (X Key)**: Press 'X' for a fast, 500ms restart of the current rendering mode without re-scanning objects.
* **Automatic Hard Refresh**: Detects when you switch modes (e.g., from editor_main to race) and performs a full, clean re-scan of all objects after an 8-second wait, resolving the previous bug of needing a restart.
...
(more)
Version history
| Version | Publish Date | Changes | |
|---|---|---|---|
| 3.0.0 | 2025-10-12 02:49:17 | First public release | Download |