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Further reduce tile streaming aggressiveness
- Load radius: 4→3 (normal), 6→5 (taxi) - Terrain chunks per step: 16→8 - M2 models per step: 6→2 (removed idle boost) - WMO models per step: 2→1 (removed idle boost) - WMO doodads per step: 4→2 - All budgets now constant (no idle-vs-busy branching)
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3 changed files with 7 additions and 7 deletions
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@ -1108,7 +1108,7 @@ void Application::update(float deltaTime) {
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// Taxi flights move fast (32 u/s) — load further ahead so terrain is ready
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// before the camera arrives. Keep updates frequent to spot new tiles early.
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renderer->getTerrainManager()->setUpdateInterval(onTaxi ? 0.033f : 0.033f);
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renderer->getTerrainManager()->setLoadRadius(onTaxi ? 6 : 4);
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renderer->getTerrainManager()->setLoadRadius(onTaxi ? 5 : 3);
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renderer->getTerrainManager()->setUnloadRadius(onTaxi ? 9 : 7);
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renderer->getTerrainManager()->setTaxiStreamingMode(onTaxi);
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}
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@ -4041,7 +4041,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// Use a small radius for the initial load (just immediate tiles),
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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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const int savedLoadRadius = 3;
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terrainMgr->setLoadRadius(1);
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terrainMgr->setUnloadRadius(7);
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