Performance suggestion
Nothing crazy but I think it might help long time.I can tell that your water bodies are actually just one big body of water under the map and the ponds/lakes/rivers are just the map and water intersecting at water level. I can`t tell and I don`t know here if the full body of water is animated/lighted for the whole surface at all time or if there is an "animation distance" ( just like the rendering distance now ) and how it affects performance in general. While the trick works for now, this is not really a scalable solution since the body of water calculation will exponentially go up with the area. I suggest "cutting" your water bodies in smaller patch that covers only the parts of your map where there should be water. [UserJot import metadata] UserJot ID: cmppq8wo40uew0ipj86a0nc7p Updated at: 2026-05-31 13:05:37
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