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Add dynamic memory-based asset caching and aggressive loading
- Add MemoryMonitor class for dynamic cache sizing based on available RAM - Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles) - Scale worker threads to 75% of logical cores (no cap) - Increase cache budget to 80% of available RAM, max file size to 50% - Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances - Fix camera positioning during taxi flights (external follow mode) - Add 2-second landing cooldown to prevent re-entering taxi mode on lag - Update interval reduced to 33ms for faster streaming responsiveness Optimized for high-memory systems while scaling gracefully to lower-end hardware. Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
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12 changed files with 198 additions and 19 deletions
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@ -965,6 +965,7 @@ private:
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bool taxiActivatePending_ = false;
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float taxiActivateTimer_ = 0.0f;
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bool taxiClientActive_ = false;
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float taxiLandingCooldown_ = 0.0f; // Prevent re-entering taxi right after landing
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size_t taxiClientIndex_ = 0;
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std::vector<glm::vec3> taxiClientPath_;
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float taxiClientSpeed_ = 18.0f; // Reduced from 32 to prevent loading hitches
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