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Reduce city stutter: lower spawn rate, resync interval, M2 render distance
- MAX_SPAWNS_PER_FRAME 8→3 (each spawn does sync M2 load, 5-50ms each) - Creature resync scan interval 1s→3s (O(N) entity iteration) - M2 render distance: add 1000+ instance tier at 500 units, reduce 2000+ tier from 350→300 units to cap draw call count in dense cities
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3 changed files with 6 additions and 4 deletions
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@ -786,7 +786,7 @@ void Application::update(float deltaTime) {
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if (gameHandler) {
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static float creatureResyncTimer = 0.0f;
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creatureResyncTimer += deltaTime;
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if (creatureResyncTimer >= 1.0f) {
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if (creatureResyncTimer >= 3.0f) {
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creatureResyncTimer = 0.0f;
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glm::vec3 playerPos(0.0f);
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