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bump up compute shader renderer tile amount factor to 16
also why did I think DS could render 4096 polygons? Use that extra bit for larger work offset
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@ -315,7 +315,7 @@ void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinate
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HiresCoordinates = highResolutionCoordinates;
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MaxWorkTiles = TilesPerLine*TileLines*8;
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MaxWorkTiles = TilesPerLine*TileLines*16;
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for (int i = 0; i < tilememoryLayer_Num; i++)
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{
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