A cacher in the renderworld was implemented to reduce workload of transfering to the renderworld greatly!
This seem to imply a boost of around 100 fps at the stress test alone.
The current approach however is not refined, if an entity is deleted, the cacher doesn't free the memory for the corresponding grass
A cacher in the renderworld was implemented to reduce workload of transfering to the renderworld greatly!
This seem to imply a boost of around 100 fps at the stress test alone. The current approach however is not refined, if an entity is deleted, the cacher doesn't free the memory for the corresponding grass