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Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in CharacterRenderer (~500 allocations/frame eliminated) - Batch all ready terrain tiles into a single GPU upload during load screen (processAllReadyTiles instead of one-at-a-time with individual fence waits) - Lift per-frame creature/GO spawn budgets during load screen warmup phase - Add background world preloader: saves last world position to disk, pre-warms AssetManager file cache with ADT files starting at app init (login screen) so terrain workers get instant cache hits when Enter World is clicked - Distance-filter expensive collision guard to 8-unit melee range - Merge 3 CharacterRenderer update loops into single pass - Time-budget instrumentation for slow update stages (>3ms threshold) - Count-based async creature model upload budget (max 3/frame in-game) - 1-per-frame game object spawn + per-doodad time budget for transport loading - Use deque for creature spawn queue to avoid O(n) front-erase
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7 changed files with 390 additions and 121 deletions
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@ -1082,7 +1082,7 @@ void TerrainManager::workerLoop() {
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void TerrainManager::processReadyTiles() {
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// Process tiles with time budget to avoid frame spikes
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// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
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const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f;
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const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 3.0f;
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auto startTime = std::chrono::high_resolution_clock::now();
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// Move newly ready tiles into the finalizing deque.
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