From f3d66c3e9d477687324851a128836647d3ee5748 Mon Sep 17 00:00:00 2001 From: Richard Zink Date: Tue, 13 Oct 2026 20:23:21 +0200 Subject: [PATCH] perf: lower render scale and cloud march cap --- config.js | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/config.js b/config.js index f9ae11c..6a00fa1 100644 --- a/config.js +++ b/config.js @@ -82,14 +82,14 @@ window.CONFIG = { // and upscaled with image-rendering: pixelated, so it reads as pixel // art instead of a blurry rescale. The DOM UI stays crisp at any value. // 1 = native resolution (sharpest, most expensive). - renderScale: 0.5, // 1 native, 0.5 pixel-art 2x, 0.25 4x + renderScale: 0.4, // 1 native, 0.5 pixel-art 2x, 0.4/0.33 cheaper // Scene frame cap. All motion is time-based, so this only changes // smoothness, never speed. 0 = free running (vsync). maxFps: 30, // 0 = free running // MSAA on the WebGL framebuffer. Costs fill rate, and with renderScale // below 1 the pixel blocks dominate anyway - set false if the scene is // GPU bound. Read once at context creation, so a reload is needed. - antialias: true, // false saves GPU fill rate + antialias: false, // false saves GPU fill rate // ------------------------------------------------------------------ // Location @@ -340,8 +340,8 @@ window.CONFIG = { // cloud-deck ring without changing the actual cloud top/bottom. softEdges: true, edgeSoftness: 0.18, // world units of vertical soft padding - horizonSoftness: 8.0, // path-length fade for grazing cloud rays - maxMarchUnits: 120, // raymarch cap; 30 was the old fixed cap + horizonSoftness: 6.0, // path-length fade for grazing cloud rays + maxMarchUnits: 80, // raymarch cap; 30 was the old fixed cap // softEdges: false // old hard-edged shell behaviour // Terrain occlusion for clouds. false draws clouds in front of the // terrain mesh even when terrain is closer; true clips cloud rays