by Graf Zahl » Tue Aug 24, 2021 11:58 pm
Sorry, but no. This simply cannot be done.
First, only the map can know which elements can be safely discarded, but not the engine.
Second, if it's the renderer that is causing the slowdown things will get even more tricky because it heavily depends on the hardware what part is getting slow. For some it's geometry throughput, for others it's effects.
As an extreme example, take last year's Cacoward winner Ar Luminae. Aside from being so large that dynamic lights become a problem, its main culprit for the poor performance is - all the waggling tables and stuff in the map! So, how to handle this with a generic heuristic?
Sorry, but no. This simply cannot be done.
First, only the map can know which elements can be safely discarded, but not the engine.
Second, if it's the renderer that is causing the slowdown things will get even more tricky because it heavily depends on the hardware what part is getting slow. For some it's geometry throughput, for others it's effects.
As an extreme example, take last year's Cacoward winner Ar Luminae. Aside from being so large that dynamic lights become a problem, its main culprit for the poor performance is - all the waggling tables and stuff in the map! So, how to handle this with a generic heuristic?