diff --git a/Minecraft.Client/LevelRenderer.cpp b/Minecraft.Client/LevelRenderer.cpp index 9836007..7160ba5 100644 --- a/Minecraft.Client/LevelRenderer.cpp +++ b/Minecraft.Client/LevelRenderer.cpp @@ -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? diff --git a/Minecraft.Client/LevelRenderer.h b/Minecraft.Client/LevelRenderer.h index 41eb359..b3559e1 100644 --- a/Minecraft.Client/LevelRenderer.h +++ b/Minecraft.Client/LevelRenderer.h @@ -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