chunk optimization (#246)

makes chunks load a bit faster
This commit is contained in:
DetectivEren
2026-03-03 17:55:27 +00:00
committed by GitHub
parent 515f91cad8
commit 1b0e5df27e
2 changed files with 7 additions and 5 deletions

View File

@@ -1964,8 +1964,8 @@ bool LevelRenderer::updateDirtyChunks()
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{ // distSq adjusted from 20 * 20 to 96 * 96 - updated by detectiveren
considered++;
// Is this chunk nearer than our nearest?
#ifdef _LARGE_WORLDS

View File

@@ -58,8 +58,10 @@ public:
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 448 * 1024 * 1024; // 4J - added - hard limit is 512 so giving a lot of headroom here for fragmentation (have seen 16MB lost to fragmentation in multiplayer crash dump before)
#elif defined __PS3__
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 110 * 1024 * 1024; // 4J - added
#elif defined _WINDOWS64
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024; // added by Twest
#else
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added
#endif
public:
LevelRenderer(Minecraft *mc, Textures *textures);
@@ -270,10 +272,10 @@ public:
bool dirtyChunkPresent;
__int64 lastDirtyChunkFound;
static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 250;
static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 125; // decreased from 250 to 125 - updated by detectiveren
#ifdef _LARGE_WORLDS
static const int MAX_CONCURRENT_CHUNK_REBUILDS = 4;
static const int MAX_CONCURRENT_CHUNK_REBUILDS = 8; // increased from 4 to 8 - updated by detectiveren
static const int MAX_CHUNK_REBUILD_THREADS = MAX_CONCURRENT_CHUNK_REBUILDS - 1;
static Chunk permaChunk[MAX_CONCURRENT_CHUNK_REBUILDS];
static C4JThread *rebuildThreads[MAX_CHUNK_REBUILD_THREADS];