I have tried ClearSurface surf, true, true.
It clears 5600 surfaces from my world. However it does NOT improve performance. I guess this is because...
i) The number of entities has not changed.
and / or
ii) The surfaces are clear (ie no tris and vertices) but they stil exist.
I can see that creating only the surfaces I need is a good way to go however. I also currently hide all cubes surrounded by cubes. This help a lot as it removes entities...
BUT I would still like to know how else I can increase performance.
I ought to add that I use camera fogging and a EntityDistance (from the camera) to do some basic culling. This also works very well...
It clears 5600 surfaces from my world. However it does NOT improve performance. I guess this is because...
i) The number of entities has not changed.
and / or
ii) The surfaces are clear (ie no tris and vertices) but they stil exist.
I can see that creating only the surfaces I need is a good way to go however. I also currently hide all cubes surrounded by cubes. This help a lot as it removes entities...
BUT I would still like to know how else I can increase performance.
I ought to add that I use camera fogging and a EntityDistance (from the camera) to do some basic culling. This also works very well...