diff --git a/include/rendering/terrain_manager.hpp b/include/rendering/terrain_manager.hpp index 2a746d3e..58138ea4 100644 --- a/include/rendering/terrain_manager.hpp +++ b/include/rendering/terrain_manager.hpp @@ -344,7 +344,7 @@ private: // Streaming parameters bool streamingEnabled = true; - int loadRadius = 4; // Load tiles within this radius (9x9 grid = 81 tiles) + int loadRadius = 3; // Load tiles within this radius (7x7 circular ~29 tiles) int unloadRadius = 7; // Unload tiles beyond this radius float updateInterval = 0.033f; // Check streaming every 33ms (~30 fps) float timeSinceLastUpdate = 0.0f; diff --git a/src/core/application.cpp b/src/core/application.cpp index f9ac557c..65220f79 100644 --- a/src/core/application.cpp +++ b/src/core/application.cpp @@ -1108,7 +1108,7 @@ void Application::update(float deltaTime) { // Taxi flights move fast (32 u/s) — load further ahead so terrain is ready // before the camera arrives. Keep updates frequent to spot new tiles early. renderer->getTerrainManager()->setUpdateInterval(onTaxi ? 0.033f : 0.033f); - renderer->getTerrainManager()->setLoadRadius(onTaxi ? 6 : 4); + renderer->getTerrainManager()->setLoadRadius(onTaxi ? 5 : 3); renderer->getTerrainManager()->setUnloadRadius(onTaxi ? 9 : 7); renderer->getTerrainManager()->setTaxiStreamingMode(onTaxi); } @@ -4041,7 +4041,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float // Use a small radius for the initial load (just immediate tiles), // then restore the full radius after entering the game. // This matches WoW's behavior: load quickly, stream the rest in-game. - const int savedLoadRadius = 4; + const int savedLoadRadius = 3; terrainMgr->setLoadRadius(1); terrainMgr->setUnloadRadius(7); diff --git a/src/rendering/terrain_manager.cpp b/src/rendering/terrain_manager.cpp index e186ed96..9f0dc95b 100644 --- a/src/rendering/terrain_manager.cpp +++ b/src/rendering/terrain_manager.cpp @@ -816,7 +816,7 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) { } bool allDone = terrainRenderer->loadTerrainIncremental( pending->mesh, pending->terrain.textures, x, y, - ft.terrainChunkNext, 16); + ft.terrainChunkNext, 8); if (!allDone) { return false; // More chunks remain — yield to time budget } @@ -858,7 +858,7 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) { std::lock_guard lk(queueMutex); workersIdle = loadQueue.empty() && readyQueue.empty(); } - const size_t kModelsPerStep = workersIdle ? 6 : 4; + const size_t kModelsPerStep = 2; size_t uploaded = 0; while (ft.m2ModelIndex < pending->m2Models.size() && uploaded < kModelsPerStep) { auto& m2Ready = pending->m2Models[ft.m2ModelIndex]; @@ -925,7 +925,7 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) { std::lock_guard lk(queueMutex); wmoWorkersIdle = loadQueue.empty() && readyQueue.empty(); } - const size_t kWmosPerStep = wmoWorkersIdle ? 2 : 1; + const size_t kWmosPerStep = 1; size_t uploaded = 0; while (ft.wmoModelIndex < pending->wmoModels.size() && uploaded < kWmosPerStep) { auto& wmoReady = pending->wmoModels[ft.wmoModelIndex]; @@ -1006,7 +1006,7 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) { if (m2Renderer && ft.wmoDoodadIndex < pending->wmoDoodads.size()) { // Set pre-decoded BLP cache for doodad M2 textures m2Renderer->setPredecodedBLPCache(&pending->preloadedM2Textures); - constexpr size_t kDoodadsPerStep = 4; + constexpr size_t kDoodadsPerStep = 2; size_t uploaded = 0; while (ft.wmoDoodadIndex < pending->wmoDoodads.size() && uploaded < kDoodadsPerStep) { auto& doodad = pending->wmoDoodads[ft.wmoDoodadIndex];