您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Optimize FPS
// ==UserScript== // @name Cryzen.io FPS Booster ( works a bit better idk how to fix the broken cursor ) // @namespace http://tampermonkey.net/ // @version 0.7 // @description Optimize FPS // @author skbiditizzlae // @match *://cryzen.io/* // @grant none // ==/UserScript== (function() { 'use strict'; let optimizationEnabled = true; let lowResolutionEnabled = false; const FPS_THRESHOLD_LOW = 30; const FPS_THRESHOLD_HIGH = 50; const CHECK_INTERVAL = 5000; // Adjust resolution every 5 seconds let lastResolutionCheck = performance.now(); const fpsDisplay = document.createElement('div'); fpsDisplay.style.position = 'fixed'; fpsDisplay.style.top = '10px'; fpsDisplay.style.right = '10px'; fpsDisplay.style.backgroundColor = 'rgba(0, 0, 0, 0.7)'; fpsDisplay.style.color = 'white'; fpsDisplay.style.padding = '5px'; fpsDisplay.style.zIndex = '1000'; fpsDisplay.style.fontSize = '14px'; fpsDisplay.style.fontFamily = 'Arial, sans-serif'; document.body.appendChild(fpsDisplay); function adjustCanvasResolution(scaleFactor) { const canvas = document.querySelector('canvas'); if (canvas) { const devicePixelRatio = window.devicePixelRatio * scaleFactor; canvas.width = window.innerWidth * devicePixelRatio; canvas.height = window.innerHeight * devicePixelRatio; console.log(`Canvas resolution adjusted. Scale Factor: ${scaleFactor}`); } } function optimizeGame() { if (!optimizationEnabled) return; document.querySelectorAll('.high-detail').forEach(element => { element.style.display = 'none'; }); } function fixCursorPosition() { const canvas = document.querySelector('canvas'); if (!canvas) return; // Ensure the canvas stays centered canvas.style.position = 'absolute'; canvas.style.top = '50%'; canvas.style.left = '50%'; canvas.style.transform = 'translate(-50%, -50%)'; // Enable pointer lock when clicking the game canvas.addEventListener('click', () => { if (document.pointerLockElement !== canvas) { canvas.requestPointerLock(); } }); // Adjust mouse movement to match the scaled canvas document.addEventListener('mousemove', (event) => { if (document.pointerLockElement === canvas) { // The game expects relative movement, so we use movementX and movementY const correctedX = event.movementX; const correctedY = event.movementY; // Dispatch a synthetic event with corrected coordinates const newEvent = new MouseEvent(event.type, { clientX: canvas.width / 2 + correctedX, clientY: canvas.height / 2 + correctedY, bubbles: true, cancelable: true, view: window }); canvas.dispatchEvent(newEvent); } }); console.log('Cursor position fix applied (Pointer Lock Enabled).'); } function monitorFPS() { let fps = 0, lastTime = performance.now(); function updateFPS() { const now = performance.now(); fps++; if (now - lastTime >= 1000) { fpsDisplay.innerText = `FPS: ${fps}`; if (performance.now() - lastResolutionCheck >= CHECK_INTERVAL) { if (fps < FPS_THRESHOLD_LOW && !lowResolutionEnabled) { lowResolutionEnabled = true; adjustCanvasResolution(0.5); } else if (fps > FPS_THRESHOLD_HIGH && lowResolutionEnabled) { lowResolutionEnabled = false; adjustCanvasResolution(1); } lastResolutionCheck = performance.now(); } fps = 0; lastTime = now; } requestAnimationFrame(updateFPS); } updateFPS(); } function throttleOptimization() { function check() { optimizeGame(); fixCursorPosition(); // Ensure cursor stays centered and locked setTimeout(check, 1000); } check(); } throttleOptimization(); monitorFPS(); })();
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