Significantly optimize updating RenderChunk positions in ViewFrustum #782
+139
−39
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Rather than simply performing the updates asynchronously in a different thread (which introduces potential race condition and just offloads the issue to another core), this actually makes the RenderChunk position updates significantly faster in most common cases.
We observe that under normal gameplay circumstances, the camera rarely moves more than one cube per frame. By detecting this common case, we can efficiently skip RenderChunks whose position hasn't changed, as when the camera moves by one cube in a given direction, only one 2D slice/plane of RenderChunks are actually changed.
On my machine, with a horizontal render distance of 48 chunks and a vertical render distance of 16 cubes, and while flying around at maximum speed in spectator mode, this change reduces ViewFrustum#updateChunkPositions() from ~22% of the total client thread CPU time to ~2.4%, nearly an order of magnitude performance improvement.