On web builds, performance can be limited if a high number of shards is generated. As such, after generating the initial set of shards, a merge pass should be performed, this step should try to limit the number of shards per scene to a maximum of 6 (the general number of simultaneous HTTP connections allowed by modern browsers)
On web builds, performance can be limited if a high number of shards is generated. As such, after generating the initial set of shards, a merge pass should be performed, this step should try to limit the number of shards per scene to a maximum of 6 (the general number of simultaneous HTTP connections allowed by modern browsers)