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)
This commit is contained in:
Kelsi 2026-03-07 22:55:02 -08:00
parent 7f573fc06b
commit f681a8b361
3 changed files with 7 additions and 7 deletions

View file

@ -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);