A leaner path for character geometry on the render thread
Characters and other animated meshes reach the renderer through a buffer that Sony's Edge Geometry library refills every frame. Those draws now skip work that could never pay off for them (looking them up in the converted-vertex cache, which can't hold per-frame data) and use a faster duplicate check. The picture is the same; the render thread's vertex work for these draws is about a quarter cheaper.
Measured in the first big fight (the gate), frame time:
| CPU threads | v0.1.31 | Now |
|---|---|---|
| 4 | 28.53 ms | 28.06 ms (+1.6%) |
| 6 | 21.37 ms | 21.12 ms (+1.2%) |
Press Update now in the launcher, then Build/Play (a quick rebuild). Or download inFamous2Recomp-v0.1.32-windows.zip / inFamous2Launcher.exe below.
If you see anything off with characters or animated meshes, please send a Save report from the launcher with a note of where it was.