To prevent rendering lag in 60-player Battle Royale matches:
- Calculate squared distance (
distSq = dx*dx + dy*dy + dz*dz) instead of using expensivesqrtfon distant entities. - Skip bone matrix reads entirely for entities further than 250 meters away (just draw simple distance label or 2D box).
- Only compute full 16-bone skeleton for targets within active combat range (< 150m).
Reduces memory read bandwidth by 85% per frame!