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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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@ -104,7 +104,7 @@ private:
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mutable std::mutex readMutex;
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std::map<std::string, std::shared_ptr<DBCFile>> dbcCache;
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// Decompressed file cache (LRU, 1GB budget for modern RAM)
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// Decompressed file cache (LRU, dynamic budget based on system RAM)
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struct CachedFile {
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std::vector<uint8_t> data;
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uint64_t lastAccessTime;
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@ -114,7 +114,7 @@ private:
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mutable uint64_t fileCacheAccessCounter = 0;
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mutable size_t fileCacheHits = 0;
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mutable size_t fileCacheMisses = 0;
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static constexpr size_t FILE_CACHE_BUDGET = 1024 * 1024 * 1024; // 1GB
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mutable size_t fileCacheBudget = 1024 * 1024 * 1024; // Dynamic, starts at 1GB
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/**
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* Normalize path for case-insensitive lookup
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