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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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@ -2081,8 +2081,10 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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lastDrawCallCount = 0;
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// Adaptive render distance: balanced for performance without excessive pop-in
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const float maxRenderDistance = (instances.size() > 2000) ? 350.0f : 1000.0f;
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// Adaptive render distance: tiered by instance density to cap draw calls
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const float maxRenderDistance = (instances.size() > 2000) ? 300.0f
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: (instances.size() > 1000) ? 500.0f
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: 1000.0f;
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const float fadeStartFraction = 0.75f;
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const glm::vec3 camPos = camera.getPosition();
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