fix(world): throttle shadows and tune high preset
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@@ -25,7 +25,7 @@ Current behavior:
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| -------- | ------------------: | --- | ------------------------------------- |
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| `low` | 10m | On | Always use `*-LOD` models |
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| `medium` | 20m | On | Always use `*-LOD` models |
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| `high` | Current default 50m | Off | Regular model up to 10m, then `*-LOD` |
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| `high` | 35m | Off | Regular model up to 10m, then `*-LOD` |
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| `ultra` | 50m | Off | Regular model up to 20m, then `*-LOD` |
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The unload distance stays slightly larger than the load distance to avoid rapid mount/unmount flickering when the player stands near a boundary.
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@@ -158,9 +158,11 @@ Current runtime values:
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```txt
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chunkSize: 35
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loadRadius: 45
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unloadRadius: 45
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updateInterval: 350ms
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low load/unload radius: 10m / 18m
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medium load/unload radius: 20m / 30m
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high load/unload radius: 35m / 45m
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ultra load/unload radius: 50m / 65m
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updateInterval: 250ms
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fog near: 30
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fog far: 45
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```
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@@ -91,6 +91,12 @@ Activation des ombres -> Ombres prêtes -> Gameplay prêt
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This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
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After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
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The sun still follows the player camera, but the shadow map is only marked dirty
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when the camera has moved enough and a short refresh interval has elapsed. This
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keeps shadows present after loading without paying for a full shadow render every
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frame across the dense vegetation chunks.
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The debug physics scene is ready when:
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```ts
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