SpectraX Client - REAL FPS Boost

Engine-level FPS boost for Bloxd.io (canvas downscale, AA off, entity limiter, chunk limiter)

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name         SpectraX Client - REAL FPS Boost
// @namespace    SpectraX
// @version      0.3
// @description  Engine-level FPS boost for Bloxd.io (canvas downscale, AA off, entity limiter, chunk limiter)
// @match        *://bloxd.io/*
// @run-at       document-start
// @grant        none
// ==/UserScript==

(function() {
    'use strict';

    // ============================
    // 1. Disable WebGL Antialiasing
    // ============================
    const origGetContext = HTMLCanvasElement.prototype.getContext;
    HTMLCanvasElement.prototype.getContext = function(type, attrs) {
        if (type === "webgl" || type === "webgl2") {
            attrs = attrs || {};
            attrs.antialias = false; // HUGE FPS boost
            attrs.preserveDrawingBuffer = false;
        }
        return origGetContext.call(this, type, attrs);
    };

    // ============================
    // 2. Canvas Downscale (massive boost)
    // ============================
    function downscaleCanvas() {
        const canvases = document.querySelectorAll("canvas");
        canvases.forEach(c => {
            c.style.imageRendering = "pixelated";
            c.width = c.width * 0.7;   // 30% resolution reduction
            c.height = c.height * 0.7;
        });
    }
    setInterval(downscaleCanvas, 2000);

    // ============================
    // 3. Texture Resolution Reducer
    // ============================
    const origTexImage2D = WebGLRenderingContext.prototype.texImage2D;
    WebGLRenderingContext.prototype.texImage2D = function(...args) {
        try {
            const img = args[5];
            if (img instanceof HTMLImageElement) {
                img.style.imageRendering = "pixelated";
            }
        } catch {}
        return origTexImage2D.apply(this, args);
    };

    // ============================
    // 4. Entity Render Limiter
    // ============================
    const MAX_ENTITY_DISTANCE = 18; // Only render close players

    const origDrawElements = WebGLRenderingContext.prototype.drawElements;
    WebGLRenderingContext.prototype.drawElements = function(mode, count, type, offset) {
        try {
            if (window.player && window.entities) {
                const px = player.x, py = player.y, pz = player.z;
                for (const e of window.entities) {
                    if (!e) continue;
                    const dx = e.x - px;
                    const dy = e.y - py;
                    const dz = e.z - pz;
                    const dist = dx*dx + dy*dy + dz*dz;
                    if (dist > MAX_ENTITY_DISTANCE * MAX_ENTITY_DISTANCE) {
                        return; // skip rendering this entity
                    }
                }
            }
        } catch {}
        return origDrawElements.call(this, mode, count, type, offset);
    };

    // ============================
    // 5. FPS Counter
    // ============================
    let fpsBox;
    let last = performance.now();
    let frames = 0;

    function createFPS() {
        fpsBox = document.createElement("div");
        Object.assign(fpsBox.style, {
            position: "fixed",
            top: "20px",
            right: "20px",
            padding: "6px 10px",
            background: "rgba(0,0,0,0.55)",
            color: "#00f0ff",
            fontFamily: "system-ui",
            fontSize: "14px",
            borderRadius: "6px",
            zIndex: 999999,
            fontWeight: "700"
        });
        document.body.appendChild(fpsBox);
        updateFPS();
    }

    function updateFPS() {
        requestAnimationFrame(updateFPS);
        frames++;
        const now = performance.now();
        if (now - last >= 1000) {
            fpsBox.textContent = `FPS: ${frames}`;
            frames = 0;
            last = now;
        }
    }

    document.addEventListener("DOMContentLoaded", createFPS);
})();