perf: lower render scale and cloud march cap

This commit is contained in:
Richard Zink committed 2026-10-13 20:23:21 +02:00
1 parent f8580e595a
commit f3d66c3e9d
1 file changed
+4 -4
+4 -4
View File
@@ -82,14 +82,14 @@ window.CONFIG = {
// and upscaled with image-rendering: pixelated, so it reads as pixel // 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. // art instead of a blurry rescale. The DOM UI stays crisp at any value.
// 1 = native resolution (sharpest, most expensive). // 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 // Scene frame cap. All motion is time-based, so this only changes
// smoothness, never speed. 0 = free running (vsync). // smoothness, never speed. 0 = free running (vsync).
maxFps: 30, // 0 = free running maxFps: 30, // 0 = free running
// MSAA on the WebGL framebuffer. Costs fill rate, and with renderScale // MSAA on the WebGL framebuffer. Costs fill rate, and with renderScale
// below 1 the pixel blocks dominate anyway - set false if the scene is // 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. // 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 // Location
@@ -340,8 +340,8 @@ window.CONFIG = {
// cloud-deck ring without changing the actual cloud top/bottom. // cloud-deck ring without changing the actual cloud top/bottom.
softEdges: true, softEdges: true,
edgeSoftness: 0.18, // world units of vertical soft padding edgeSoftness: 0.18, // world units of vertical soft padding
horizonSoftness: 8.0, // path-length fade for grazing cloud rays horizonSoftness: 6.0, // path-length fade for grazing cloud rays
maxMarchUnits: 120, // raymarch cap; 30 was the old fixed cap maxMarchUnits: 80, // raymarch cap; 30 was the old fixed cap
// softEdges: false // old hard-edged shell behaviour // softEdges: false // old hard-edged shell behaviour
// Terrain occlusion for clouds. false draws clouds in front of the // Terrain occlusion for clouds. false draws clouds in front of the
// terrain mesh even when terrain is closer; true clips cloud rays // terrain mesh even when terrain is closer; true clips cloud rays