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