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2 changes: 1 addition & 1 deletion client/src/core/Renderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -145,7 +145,7 @@ export default class Renderer {

this._ambientLight = { color: new Color(), intensity: 1 };
// Anti-aliasing is handled in post-processing
this._renderer = new WebGLRenderer({ antialias: false });
this._renderer = new WebGLRenderer({ antialias: false, powerPreference: 'high-performance' });
this._sceneUiRenderer = new CSS2DRenderer({ element: document.getElementById('scene-ui-container')! });
this._scene = new Scene();
this._viewModelScene = new Scene();
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4 changes: 2 additions & 2 deletions client/src/settings/SettingsManager.ts
Original file line number Diff line number Diff line change
Expand Up @@ -178,13 +178,13 @@ const LOW_FPS_THRESHOLD_RATIO = 0.50;
// If the FPS stays above or below the threshold for the specified duration, we attempt to adjust
// quality. Since increasing quality might degrade performance and force us to revert it
// later, we apply upgrades more cautiously than downgrades.
const QUALITY_UP_TIME_THRESHOLD = 5;
const QUALITY_UP_TIME_THRESHOLD = 3;
const QUALITY_DOWN_TIME_THRESHOLD = 3;

// Client and game initialization involve many heavy processes, often causing FPS to drop.
// Using FPS values during this time may lead to unnecessarily lowering quality. To avoid this,
// quality changes are disabled for a set time after receiving the World Packet.
const QUALITY_ADJUSTMENT_WARMUP_TIME = 10;
const QUALITY_ADJUSTMENT_WARMUP_TIME = 5;

// Good FPS may trigger a quality increase, which could then lower FPS and cause a downgrade,
// potentially leading to repeated up/down quality switches. This can cause visible flickering
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