Reduce render distances for better performance

- Terrain load radius: 2 tiles (was 6) - 25 tiles max vs 169
- WMO render distance: 500 units (was 3000)
- M2 doodad distance: 300 units (was 1000)
This commit is contained in:
Kelsi 2026-02-03 13:37:52 -08:00
parent 01bf3b4c08
commit 3e792af3e5
3 changed files with 4 additions and 4 deletions

View file

@ -240,8 +240,8 @@ private:
// Streaming parameters
bool streamingEnabled = true;
int loadRadius = 6; // Load tiles within this radius (13x13 grid, ~3200 units)
int unloadRadius = 8; // Unload tiles beyond this radius (~4266 units)
int loadRadius = 2; // Load tiles within this radius (5x5 grid for performance)
int unloadRadius = 3; // Unload tiles beyond this radius
float updateInterval = 0.1f; // Check streaming every 0.1 seconds
float timeSinceLastUpdate = 0.0f;

View file

@ -364,7 +364,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
lastDrawCallCount = 0;
// Distance-based culling threshold for M2 models
const float maxRenderDistance = 1000.0f; // Don't render small doodads beyond this
const float maxRenderDistance = 300.0f; // Reduced for performance
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
const glm::vec3 camPos = camera.getPosition();

View file

@ -354,7 +354,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
// Render all instances with instance-level culling
const glm::vec3 camPos = camera.getPosition();
const float maxRenderDistance = 3000.0f; // Don't render WMOs beyond this distance
const float maxRenderDistance = 500.0f; // Reduced for performance
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
for (const auto& instance : instances) {