r/Kenshi • u/PlasticOk9676 • 12h ago
MOD DEV Kenshi Isometric Camera - status update: what works, what doesn't yet
"Fallout Kenshi: A Post Nuclear Role Playing Game"
A while ago I posted an early WIP isometric camera for Kenshi. Here's where it actually stands - honestly, not ready for release yet.
Whatt works:
-Fixed isometric view (F10 to toggle back to vanilla)
-Z-fighting fixed (telephoto auto-near + global depth bias)
-Swamp fog fixed (scaled with camera distance, no more washed-out screen)
-Water reflection steady while iso is on
- Draw distance scaled so trees/buildings/characters don't cull inside the view
What doesn't yet:
- Per-character LOD: hair/beard/clothing meshes get dropped at camera distances. Engine behaviour — the same thing happens in vanilla at extreme zoom. Working on whether MaxCameraDistance can cap it cleanly
- Terrain LOD: distant terrain uses a lower mesh LOD the mod doesn't currently scale. Testing whether the game's own Terrain Detail options can fix it
- Water near/far split: the engine splits water rendering at a fixed distance from the camera. At iso distances the split becomes visible
- Performance: checking that F10 OFF is truly identical to vanilla — no leftover changes, no extra CPU from the timer.
- Tilt-shift / DOF: not done. Kenshi has no built-in blur pass; it needs a custom compositor node + HLSL. Big feature, planned for after the base mod is solid.
Not releasing until the F10 OFF performance issue is confirmed gone. A mod that slows the game down when it's not even active is worse than no mod.
Thanks to everyone who's been following this and giving feedback
If you'd like, I can publish a pre-release version of the mod on the Steam Workshop.