Made chunk rendering a bit faster?

This commit is contained in:
LazyByteDev
2026-03-03 19:04:12 -05:00
parent fcf329f6cd
commit e9ea11b861
2 changed files with 7 additions and 0 deletions

View File

@@ -1941,7 +1941,12 @@ bool LevelRenderer::updateDirtyChunks()
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
#ifdef _WINDOWS64
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
#else
( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
#endif
{
considered++;
// Is this chunk nearer than our nearest?

View File

@@ -49,6 +49,8 @@ public:
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 448 * 1024 * 1024; // 4J - added - hard limit is 512 so giving a lot of headroom here for fragmentation (have seen 16MB lost to fragmentation in multiplayer crash dump before)
#elif defined __PS3__
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 110 * 1024 * 1024; // 4J - added
#elif defined _WINDOWS64
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024;
#else
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added
#endif