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Feature/75 async loading based on device refresh rate #154

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merged 6 commits into from
Oct 11, 2024

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JaXt0r
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@JaXt0r JaXt0r commented Oct 4, 2024

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

  • Start Game on a MVR device (preferrably Quest 2)
  • Check how fast the game loads the world
    • loading should be faster or at least comparable to loading from main branch
    • loading should have less hickups during loading

My own test results:

  • New logic
    • 72 fps on Quest 2 where we skip a frame after 50% threshold -> Game loaded in 14 sec
  • Old logic:
    • Game loaded in 13 sec

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

@JaXt0r JaXt0r linked an issue Oct 4, 2024 that may be closed by this pull request
@JaXt0r JaXt0r linked an issue Oct 11, 2024 that may be closed by this pull request
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@JaXt0r JaXt0r marked this pull request as ready for review October 11, 2024 08:41
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@JucanAndreiDaniel JucanAndreiDaniel left a comment

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from stuttery mess to 2 small stutters and the big one when loading is finished (no npc included)

@JaXt0r JaXt0r merged commit 508c617 into main Oct 11, 2024
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@JaXt0r JaXt0r deleted the feature/75-async-loading-based-on-device-refresh-rate branch October 11, 2024 10:52
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