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On 1440p fullscreen, a lot of nodes are wasted because they are offscreen. Even then, we've ran into a corner where tiles were missing (because the screen is 16:9 while the chunk range is 1:1).
Need to evaluate whether we want to decrease chunk size further or if it would be good enough to just implement a more screen-aware sync and culling. Possibly a mix of the two. At current chunk size, we could strip like one chunk off each corner in the above image.
We currently use 16x16 chunks. For comparison, PZ uses 10x10 chunks. Might be worth considering, but we should also first try to identify the actual bottleneck. Culling makes sense but it's probably just a temporary medicine for the underlying issue.
On 1440p fullscreen, a lot of nodes are wasted because they are offscreen. Even then, we've ran into a corner where tiles were missing (because the screen is 16:9 while the chunk range is 1:1).

Need to evaluate whether we want to decrease chunk size further or if it would be good enough to just implement a more screen-aware sync and culling. Possibly a mix of the two. At current chunk size, we could strip like one chunk off each corner in the above image.
We currently use 16x16 chunks. For comparison, PZ uses 10x10 chunks. Might be worth considering, but we should also first try to identify the actual bottleneck. Culling makes sense but it's probably just a temporary medicine for the underlying issue.