Optimize it and crank that render distance up baby
Bonus points for anyone who recognizes the seed
Optimize it and crank that render distance up baby
Bonus points for anyone who recognizes the seed
Oh, and at some point I plan on reducing the average tesselation load by caching more tesselated chunks than are actually being rendered, so that the tesselation distance exceeds the render distance under normal conditions
Happy enough with this performance to move on from optimization for now, but for future reference I have noted a few low-hanging fruits: splitting chunks into smaller pieces (16x16x16 being obvious) for better frustrum culling and faster tesselation updates; reducing the size of vertex attributes and offloading some additional computation to shaders; and possibly moving tesselation off of the main thread
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