#Performance setting: Physics culling and limiting physics operations

12 messages · Page 1 of 1 (latest)

mellow gull
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Pretty self-explanatory, Let's say you have a mob grinder in the background with mob physics enabled and you struggling to run the game because of the sheer amount of ragdoll animations, You should be able to turn on an option to cull those background processes to save system resources and increase FPS.

stark acorn
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You're able to limit the number of physics entities and I think number of ragdolls

mellow gull
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I understand, but culling would still be a viable option

charred rampart
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physics entities determined to be out of sight should not be rendered

mellow gull
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Yeah

wet sage
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physics resting is also good

soft moon
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Or limit how many physics items are in a certain area, like for example the mod grinder would only 5-10 ragdolls because their in a 10 block radius of each other

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Kinda like the base game entity cramming

mellow gull
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Performance setting: Physics culling and limiting physics operations

soft moon
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Or maybe if the physics item isn’t in sight, give the player the option to just delete it, disable physics (so it just doesn’t move around & is static until it’s lifetime runs out), or just wait until the lifetime runs out/ the way it is now

stiff wind
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maybe a dynamic limit so if you go under let's say 60 fps it will lower the limit