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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)
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3 changed files with 4 additions and 4 deletions
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@ -240,8 +240,8 @@ private:
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// Streaming parameters
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// Streaming parameters
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bool streamingEnabled = true;
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bool streamingEnabled = true;
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int loadRadius = 6; // Load tiles within this radius (13x13 grid, ~3200 units)
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int loadRadius = 2; // Load tiles within this radius (5x5 grid for performance)
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int unloadRadius = 8; // Unload tiles beyond this radius (~4266 units)
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int unloadRadius = 3; // Unload tiles beyond this radius
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float updateInterval = 0.1f; // Check streaming every 0.1 seconds
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float updateInterval = 0.1f; // Check streaming every 0.1 seconds
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float timeSinceLastUpdate = 0.0f;
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float timeSinceLastUpdate = 0.0f;
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@ -364,7 +364,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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lastDrawCallCount = 0;
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lastDrawCallCount = 0;
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// Distance-based culling threshold for M2 models
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// Distance-based culling threshold for M2 models
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const float maxRenderDistance = 1000.0f; // Don't render small doodads beyond this
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const float maxRenderDistance = 300.0f; // Reduced for performance
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const glm::vec3 camPos = camera.getPosition();
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const glm::vec3 camPos = camera.getPosition();
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@ -354,7 +354,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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// Render all instances with instance-level culling
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// Render all instances with instance-level culling
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const glm::vec3 camPos = camera.getPosition();
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const glm::vec3 camPos = camera.getPosition();
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const float maxRenderDistance = 3000.0f; // Don't render WMOs beyond this distance
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const float maxRenderDistance = 500.0f; // Reduced for performance
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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for (const auto& instance : instances) {
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for (const auto& instance : instances) {
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