having a hard time optimizing mod for my hardware

Forgive my lack of knowledge (and yapping), some of these may be stupid questions. I thinkk that I am cpu bottlenecked on my system. By far the greatest performance benefit comes from reducing the LOD drop off distance. But, in the explanation for this setting, it says that increasing this setting should only increase gpu and memory usage, not cpu usage. My best guess is that updating LOD chunks is more cpu intensive when they’re of a higher quality. But this doesn’t really make sense as FPS still drops off proportionally even when rendering a static scene. What even is the difference between the LOD updater and LOD builder threads? How are file handler threads used? The explanations given are quite vague. I would think the builder threads do just that, build LODs, but the odd part is I work with a fully generated world where I render all the LOD chunks at once. So the chunks are built once when joining the world, and from that point on, only the quality is updated as the player moves throughout the world. So you’d think, the only threads that would be active would be the LOD updater threads. But, are file handler threads still used after the world is fully loaded in? Additionally, when moving around the world and when performance drops, I often get the message saying DH is overloaded and that there are “too many chunks queued for updating. So, logically, you’d think I would need to increase the number of LOD updater threads. But, you’d be mistaken. Actually, increasing the number of builder threads improves performance, and makes this message less frequent. It even shows in the message that increasing the builder threads increases the “max queue count. So, needless to say, I’m lost
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