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FSR2: de-jitter scene sampling, fix loading screen progress
FSR2 temporal upscaling: - De-jitter scene color sampling (outUV - jitterUV) for frame-to-frame consistency, eliminating the primary source of temporal jitter - Remove luminance instability dampening (was causing excessive blur) - Simplify to uniform 8% blend (de-jittered values are consistent) - Gamma 2.0 for moderate neighborhood clamping - Motion vector dead zone: zero sub-0.01px motion from float precision noise Loading screen: - Reduce tile load radius from 3 to 2 (25 tiles) for faster loading - Process one tile per iteration for smooth progress bar updates
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3 changed files with 29 additions and 45 deletions
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@ -4042,7 +4042,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// then restore the full radius after entering the game.
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// This matches WoW's behavior: load quickly, stream the rest in-game.
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const int savedLoadRadius = 4;
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terrainMgr->setLoadRadius(1);
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terrainMgr->setLoadRadius(2); // 5x5=25 tiles — balance between spawn hitches and load time
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terrainMgr->setUnloadRadius(7);
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// Trigger tile streaming for surrounding area
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@ -4080,11 +4080,9 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// Trigger new streaming — enqueue tiles for background workers
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terrainMgr->update(*camera, 0.016f);
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// Process ALL available ready tiles per iteration — batches GPU
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// uploads into a single command buffer + fence wait instead of
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// one fence per tile. Loading screen still updates between
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// iterations while workers parse more tiles.
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terrainMgr->processAllReadyTiles();
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// Process ONE tile per iteration so the progress bar updates
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// smoothly between tiles instead of stalling on large batches.
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terrainMgr->processOneReadyTile();
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int remaining = terrainMgr->getRemainingTileCount();
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int loaded = terrainMgr->getLoadedTileCount();
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