The world patch manager is responsible for loading in heightmaps and other aspects of the world. It is not multithreaded and so currently loads in a fixed amount of requested patches every frame, which isn't a super nice solution.
However multithreading it shouldn't be that hard as its API is async already.
The world patch manager is responsible for loading in heightmaps and other aspects of the world. It is not multithreaded and so currently loads in a fixed amount of requested patches every frame, which isn't a super nice solution.
However multithreading it shouldn't be that hard as its API is async already.