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FSR2: selective clamp, tonemapped accumulation, terrain load radius 3
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- Selective neighborhood clamp: only modify history when there's actual motion or disocclusion — static pixels pass history through untouched, preventing jitter-chasing from the shifting variance box - Tonemapped accumulation: Reinhard tonemap before blend compresses bright edges so they don't disproportionately cause jitter - Jitter-aware sample weighting: blend 3-20% based on sample proximity - Soft MV dead zone: smoothstep instead of step avoids spatial discontinuity - Aggressive velocity response: 30%/px motion, 50% cap, 80% disocclusion - Terrain loading: radius 3 (49 tiles) to prevent spawn hitches, processOneReadyTile for smooth progress bar updates
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5 changed files with 65 additions and 52 deletions
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@ -4042,7 +4042,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// then restore the full radius after entering the game.
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// This matches WoW's behavior: load quickly, stream the rest in-game.
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const int savedLoadRadius = 4;
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terrainMgr->setLoadRadius(2); // 5x5=25 tiles — balance between spawn hitches and load time
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terrainMgr->setLoadRadius(3); // 7x7=49 tiles — prevents hitches on spawn
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terrainMgr->setUnloadRadius(7);
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// Trigger tile streaming for surrounding area
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