forked from EXTERNAL/bareiron
clarify memory footprint of VISITED_HISTORY
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@@ -27,7 +27,7 @@ Here's a summary of some of the more important yet less trivial options for thos
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- Depending on the player count, the performance of the MCU, and the bandwidth of your network, player position broadcasting could potentially throttle your connection. If you find this to be the case, try commenting out `BROADCAST_ALL_MOVEMENT` and `SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT`. This will tie movement to the tickrate. If this change makes movement too choppy, you can decrease `TIME_BETWEEN_TICKS` at the cost of more compute.
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- If you experience crashes or instability related to chests or water, those features can be disabled with `ALLOW_CHESTS` and `DO_FLUID_FLOW`, respectively.
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- If you find frequent repeated chunk generation to choke the server, increasing `VISITED_HISTORY` might help. There isn't _that_ much of a memory footprint for this - increasing it to `64` for example would only take up 240 extra bytes.
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- If you find frequent repeated chunk generation to choke the server, increasing `VISITED_HISTORY` might help. There isn't _that_ much of a memory footprint for this - increasing it to `64` for example would only take up 240 extra bytes per allocated player.
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## Non-volatile storage (optional)
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This section applies to those who target ESP variants and wish to persist world data after a shutdown. *This is not necessary on PC platforms*, as world and player data is written to `world.bin` by default.
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