Separate _WINDOWS64 and _XBOX_ONE (#248)
The latter returning to the original 512 value.
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@@ -52,8 +52,10 @@ public:
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static const int CHUNK_SIZE = 16;
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static const int CHUNK_SIZE = 16;
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#endif
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#endif
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static const int CHUNK_Y_COUNT = Level::maxBuildHeight / CHUNK_SIZE;
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static const int CHUNK_Y_COUNT = Level::maxBuildHeight / CHUNK_SIZE;
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#if (defined _XBOX_ONE || defined _WINDOWS64)
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#if defined _WINDOWS64
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static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024; // Changed to 2047. 4J had set to 512.
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static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024; // Changed to 2047. 4J had set to 512.
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#elif defined _XBOX_ONE
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static const int MAX_COMMANDBUFFER_ALLOCATIONS = 512 * 1024 * 1024; // 4J - added
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#elif defined __ORBIS__
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#elif defined __ORBIS__
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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)
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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)
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#elif defined __PS3__
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#elif defined __PS3__
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