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It's currently 64 and that's way too low in general especially with the small tile size we use. This will increase scene builds but hopefully reduce jank caused by lazily rasterized blobs on the render backend thread.
The text was updated successfully, but these errors were encountered:
We could probably detect the case where we repeatedly update and rasterize a given blob without actually using it, should be easier than doing 'real visibility calculations
It's currently 64 and that's way too low in general especially with the small tile size we use. This will increase scene builds but hopefully reduce jank caused by lazily rasterized blobs on the render backend thread.
The text was updated successfully, but these errors were encountered: