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Reduce runtime streaming stutter by throttling heavy spawn workloads
- Add per-frame cap for first-time creature model loads to spread expensive model/texture decode work across frames instead of burst loading. - Keep cached creature spawns flowing while deferring uncached display IDs, preserving world population updates with smoother frame pacing. - Defer transport WMO doodad instancing into a queued batch processor with a strict per-frame budget to avoid multi-hundred-ms spikes when ships/elevators register. - Process deferred transport doodad batches in both normal gameplay update and loading-screen warmup loop so heavy transport setup can be amortized before and after world entry. - Cleanup pending transport doodad batches on gameobject despawn to prevent stale work and avoid attaching children to removed parents. - Lower character texture cache miss logging from INFO to DEBUG to reduce log I/O contention during movement-heavy asset streaming.
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3 changed files with 123 additions and 44 deletions
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@ -440,7 +440,7 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
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textureCacheBytes_ / (1024 * 1024), " MB > ",
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textureCacheBudgetBytes_ / (1024 * 1024), " MB (textures=", textureCache.size(), ")");
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}
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core::Logger::getInstance().info("Loaded character texture: ", path, " (", blpImage.width, "x", blpImage.height, ")");
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core::Logger::getInstance().debug("Loaded character texture: ", path, " (", blpImage.width, "x", blpImage.height, ")");
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return texId;
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}
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