Increase default max chunks built per frame from 20 to 30, also add undocumented option to increase that even more.

This commit is contained in:
UnknownShadow200 2018-01-15 11:37:02 +11:00
parent 26e5c5de03
commit 4a332f80ac
6 changed files with 7 additions and 2 deletions

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@ -182,6 +182,7 @@ namespace ClassicalSharp {
ZoomFov = DefaultFov; ZoomFov = DefaultFov;
ModifiableLiquids = !ClassicMode && Options.GetBool(OptionsKey.ModifiableLiquids, false); ModifiableLiquids = !ClassicMode && Options.GetBool(OptionsKey.ModifiableLiquids, false);
CameraClipping = Options.GetBool(OptionsKey.CameraClipping, true); CameraClipping = Options.GetBool(OptionsKey.CameraClipping, true);
MaxChunkUpdates = Options.GetInt(OptionsKey.MaxChunkUpdates, 4, 1024, 30);
UseServerTextures = Options.GetBool(OptionsKey.UseServerTextures, true); UseServerTextures = Options.GetBool(OptionsKey.UseServerTextures, true);
MouseSensitivity = Options.GetInt(OptionsKey.Sensitivity, 1, 100, 30); MouseSensitivity = Options.GetInt(OptionsKey.Sensitivity, 1, 100, 30);

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@ -187,6 +187,8 @@ namespace ClassicalSharp {
public string FontName = "Arial"; public string FontName = "Arial";
public int MaxChunkUpdates = 30;
public int ChatLines = 12; public int ChatLines = 12;
public bool ClickableChat = false, HideGui = false, ShowFPS = true; public bool ClickableChat = false, HideGui = false, ShowFPS = true;
internal float HotbarScale = 1, ChatScale = 1, InventoryScale = 1; internal float HotbarScale = 1, ChatScale = 1, InventoryScale = 1;

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@ -245,7 +245,7 @@ namespace ClassicalSharp.Renderers {
public void UpdateChunks(double delta) { public void UpdateChunks(double delta) {
int chunkUpdates = 0; int chunkUpdates = 0;
chunksTarget += delta < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown. chunksTarget += delta < targetTime ? 1 : -1; // build more chunks if 30 FPS or over, otherwise slowdown.
Utils.Clamp(ref chunksTarget, 4, 20); Utils.Clamp(ref chunksTarget, 4, game.MaxChunkUpdates);
LocalPlayer p = game.LocalPlayer; LocalPlayer p = game.LocalPlayer;
Vector3 cameraPos = game.CurrentCameraPos; Vector3 cameraPos = game.CurrentCameraPos;

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@ -69,6 +69,7 @@ namespace ClassicalSharp {
public const string UseClassicOptions = "nostalgia-classicoptions"; public const string UseClassicOptions = "nostalgia-classicoptions";
public const string AllowClassicHacks = "nostalgia-hacks"; public const string AllowClassicHacks = "nostalgia-hacks";
public const string ClassicArmModel = "nostalgia-classicarm"; public const string ClassicArmModel = "nostalgia-classicarm";
public const string MaxChunkUpdates = "gfx-maxchunkupdates";
} }
public enum FpsLimitMethod { public enum FpsLimitMethod {
LimitVSync, Limit30FPS, Limit60FPS, Limit120FPS, LimitNone, LimitVSync, Limit30FPS, Limit60FPS, Limit120FPS, LimitNone,

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@ -231,7 +231,7 @@ Int32 ChunkUpdater_UpdateChunksStill(Int32* chunkUpdates) {
void ChunkUpdater_UpdateChunks(Real64 delta) { void ChunkUpdater_UpdateChunks(Real64 delta) {
Int32 chunkUpdates = 0; Int32 chunkUpdates = 0;
cu_chunksTarget += delta < cu_targetTime ? 1 : -1; /* build more chunks if 30 FPS or over, otherwise slowdown. */ cu_chunksTarget += delta < cu_targetTime ? 1 : -1; /* build more chunks if 30 FPS or over, otherwise slowdown. */
Math_Clamp(cu_chunksTarget, 4, 20); Math_Clamp(cu_chunksTarget, 4, Game_MaxChunkUpdates);
LocalPlayer* p = &LocalPlayer_Instance; LocalPlayer* p = &LocalPlayer_Instance;
Vector3 camPos = Game_CurrentCameraPos; Vector3 camPos = Game_CurrentCameraPos;

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@ -63,6 +63,7 @@ bool Game_ShowBlockInHand;
Int32 Game_SoundsVolume; Int32 Game_SoundsVolume;
Int32 Game_MusicVolume; Int32 Game_MusicVolume;
bool Game_ModifiableLiquids; bool Game_ModifiableLiquids;
Int32 Game_MaxChunkUpdates;
Vector3 Game_CurrentCameraPos; Vector3 Game_CurrentCameraPos;
bool Game_ScreenshotRequested; bool Game_ScreenshotRequested;