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author | makamys <makamys@outlook.com> | 2023-12-01 13:18:19 +0100 |
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committer | GitHub <noreply@github.com> | 2023-12-01 13:18:19 +0100 |
commit | a4ec946f5931f8fe6e6271b22c553f99b9d5afb8 (patch) | |
tree | 1faeaff10a98cdeac2ba2cfa6d91af2931b807bd /README.md | |
parent | 0fa977243a06dfe656f9798110ccaa80bb745dfb (diff) | |
download | Neodymium-a4ec946f5931f8fe6e6271b22c553f99b9d5afb8.tar.gz Neodymium-a4ec946f5931f8fe6e6271b22c553f99b9d5afb8.tar.bz2 Neodymium-a4ec946f5931f8fe6e6271b22c553f99b9d5afb8.zip |
[skip ci] Remove mesh simplification from readme as well
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 1 |
1 files changed, 0 insertions, 1 deletions
@@ -49,7 +49,6 @@ The mod injects callbacks that run when world renderers (16x16x16 sections of th There are also some additional optimizations: * Face culling: Faces that aren't facing the camera won't be submitted for rendering. This reduces GPU workload, and will increase the framerate if the GPU was choking. Inspired by a similar optimization in Sodium. -* Mesh simplification: Experimental feature. Identical adjacent quads are merged together into a single large quad with a wrapped texture. This reduces the amount of quads that have to be rendered without affecting the visuals. However, it also slows down the fragment shader. I found it to reduce performance overall, so it's disabled by default. The mod increases memory usage, since the chunk meshes have to be stored somewhere. On Normal render distance in a vanilla world, it uses ~70-150 MB, both in RAM and VRAM. |