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Entity distance filtering & spatial bounding for high-FPS overlays

sig_scanner_sam
Pattern Master
MEMBER
Rep: 210
Datum pridruživanja: Dec 2019
Postovi: 11
Hvala: 51
prije 1 mjeseci · Jul 19, 2026 8:24 AM
#1

To prevent rendering lag in 60-player Battle Royale matches:

  1. Calculate squared distance (distSq = dx*dx + dy*dy + dz*dz) instead of using expensive sqrtf on distant entities.
  2. Skip bone matrix reads entirely for entities further than 250 meters away (just draw simple distance label or 2D box).
  3. Only compute full 16-bone skeleton for targets within active combat range (< 150m).

Reduces memory read bandwidth by 85% per frame!

ptr_arithmetic
C++ Wizard
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Rep: 162
Datum pridruživanja: May 2018
Postovi: 73
Hvala: 42
prije 1 mjeseci · Jul 19, 2026 11:32 AM
#2

Using distSq avoids millions of square root calculations per second. Classic game optimization technique.

matrix_math_guy
Math Specialist
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Rep: 105
Datum pridruživanja: Aug 2018
Postovi: 52
Hvala: 41
prije 1 mjeseci · Jul 20, 2026 6:57 AM
#3

Great optimization tip. Overlay maintains solid 240 FPS even in hot drop zones.