Fixed voxel projectile and animation lighting issues#2228
Conversation
|
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
|
can we get a visual? |
|
Is the performance impact caused by this fix such that it necessitates adding a switch? |
I suppose bullets and voxelanims(debris) stay for a very short time on the map, thus they make a minor impact on performance? |
|
I think your point is very reasonable, but I was considering some special scenarios at that time - our users often prefer to use |
Very strange. This should have no impact when there are no proj or debris on the map. |
|
I just spent some time making it as precise as possible, running several comparisons between the PR-built Nightly and f8c8cc4 on the vanilla YR map "The Alamo (2)". After extending the sample to a million frames, the avg difference was only in the double digits, and in one case the avg of the PR scenario was even higher.
I think it might just be that my maximum FPS baseline is relatively large and there were some small disturbances at the time, so we can temporarily ignore it. |


In vanilla, they are darker than voxel technos.