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Entity distance filtering & spatial bounding for high-FPS overlays

sig_scanner_sam
Pattern Master
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1 miesięcy temu · 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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1 miesięcy temu · 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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1 miesięcy temu · Jul 20, 2026 6:57 AM
#3

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