chunk fix

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LazyByteDev 2026-03-03 22:11:58 -05:00 committed by GitHub
parent f30619d597
commit 643e6d1646
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2 changed files with 7 additions and 0 deletions

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@ -1941,7 +1941,12 @@ bool LevelRenderer::updateDirtyChunks()
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
#ifdef _WINDOWS64
( 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
#else
( 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
#endif
{
considered++;
// Is this chunk nearer than our nearest?

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@ -49,6 +49,8 @@ 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; // whisper - added (wow)
#else
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added
#endif