Uses modern OpenGL rendering techniques to efficiently render custom engine plumes. The purpose of this mod is a performance boost, taking better advantage of GPU horsepower. The performance boost is found by using a single batch call to render plumes in a single operation, avoiding the lengthy frame time that vanilla uses to render engine plumes iteratively with fixed function rendering.
Requires a GPU that supports OpenGL 3.3
Features:
– Replace SHIP (and fighter) engine plumes and glows with a fast instanced renderer. Moderate testing suggests a ~25% increase in performance in large battles with many fighter/ships, your mileage may vary.
– Crisp and smooth engine visual
Caveats:
– Does not affect missile engines, they will still use vanilla behaviour.
v1.1.2
-visual improvements
(full changelog in mod folder)


FER
Also small offtop, interesting how work on Pearson Exotronics are goes?
Game definitely needs more mods like this.
Also small offtop, interesting how work on Pearson Exotronics are goes?
will release sometime
Sorry for the dumb question, but what does “any other modded effects will not take effect” mean exactly? Will modded effects just still use the vanilla rendering, so they aren’t covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?
They stop working at all (for example the Xhan Occuklop’s engine system’s green flares no longer appear).
Sorry for the dumb question, but what does “any other modded effects will not take effect” mean exactly? Will modded effects just still use the vanilla rendering, so they aren’t covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?
There is no API method to detect if an engine is fading to another colour at a particular point in time. I am fully aware of how the game does it, it is just not accesible to mod scripts.
In the situation of a mod script attempting to change the engine colour, the FER flare will simply not change colour. Otherwise it will behave as expected, such as changing in size, depending on the system.

If so, then removing the mod (once a save game is created with it enabled) isn’t an option?
Is there any reason why this mod isn’t flagged as “utility: true” in mod_info.json?
If so, then removing the mod (once a save game is created with it enabled) isn’t an option?
I would like an answer to this as well.

I have tried, but it fails.
The short story is: it looks like it is impossible because of chicken & egg issue related to Starsector relying on old OpenGL features, the mod relying on newer OpenGL / GLSLang features, macOS requiring software to select newer OpenGL profile for newer features… and macOS not allowing to mix older and new features anyway. Please note I don’t know what I am talking about.
Long story: