fix(world): throttle shadows and tune high preset

This commit is contained in:
Tom Boullay
2026-06-01 10:45:07 +02:00
parent bafca5a936
commit 6d58b90856
7 changed files with 112 additions and 26 deletions
+1 -1
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@@ -25,7 +25,7 @@ Current behavior:
| -------- | ------------------: | --- | ------------------------------------- |
| `low` | 10m | On | Always use `*-LOD` models |
| `medium` | 20m | On | Always use `*-LOD` models |
| `high` | Current default 50m | Off | Regular model up to 10m, then `*-LOD` |
| `high` | 35m | Off | Regular model up to 10m, then `*-LOD` |
| `ultra` | 50m | Off | Regular model up to 20m, then `*-LOD` |
The unload distance stays slightly larger than the load distance to avoid rapid mount/unmount flickering when the player stands near a boundary.
+5 -3
View File
@@ -158,9 +158,11 @@ Current runtime values:
```txt
chunkSize: 35
loadRadius: 45
unloadRadius: 45
updateInterval: 350ms
low load/unload radius: 10m / 18m
medium load/unload radius: 20m / 30m
high load/unload radius: 35m / 45m
ultra load/unload radius: 50m / 65m
updateInterval: 250ms
fog near: 30
fog far: 45
```
+6
View File
@@ -91,6 +91,12 @@ Activation des ombres -> Ombres prêtes -> Gameplay prêt
This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
The sun still follows the player camera, but the shadow map is only marked dirty
when the camera has moved enough and a short refresh interval has elapsed. This
keeps shadows present after loading without paying for a full shadow render every
frame across the dense vegetation chunks.
The debug physics scene is ready when:
```ts