Feature/75 async loading based on device refresh rate #154
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Description
Before this branch, we hard coded amount of world chunks + VOBs being created per frame. Now we dynamically decide based on device's fps settings when to skip to next frame. We also left all meshes visible during loading time which increased stress on rendering device. Meshes are all disabled now until game is fully loaded.
To test
My own test results:
Hint: Quest 2 is our lower end device. On a newer device, the game will load even faster as the loading chunks per frame are dynamically calculated