1.4.1
Performance release. The ocean depth index drops from 79 MB to 22 MB, and it was the largest thing the game parsed for this map.
It was not the offshore data. 91% of the file was the shallowest band. depot patches −5 m with water_gaps — "everywhere OSM says there is water but GEBCO left a gap" — and GEBCO's global grid is about 450 m, so every tidal creek and marsh channel in the Lowcountry arrived as hand-detailed shoreline: 81,134 polygons and 3.07 million vertices for that one band. Deep water is nothing beside it; the −30 m band is 190 polygons and 0.1 MB.
That detail is far finer than anything consuming it. The index addresses water through a grid of 0.0027° cells, roughly 250 m a side, so shoreline resolved to a metre buys nothing.
Simplifying at ~9 m and rounding coordinates to ~1 m:
| before | after | |
|---|---|---|
| vertices | 3,306,500 | 741,633 |
| uncompressed | 79.1 MB | 22.1 MB |
| gzipped | 16.2 MB | 4.0 MB |
Total water area falls 0.53% (1.55% on the −5 m band) — outlines tightening by well under half a grid cell.
Deleting far-from-shore polygons would have been the cheaper cut but the wrong one: absence of a polygon means no water, so dropping marsh creeks would have turned them into buildable land. Every polygon and every hole is kept, so water stays water.
Archive drops from 150.4 MB to 129.3 MB. Demand unchanged at 583,085 people across 2,566 points and 32,927 pops.
Across 1.3.1, 1.4.0 and this release, what the game loads has gone from roughly 380 MB to 160 MB.