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
This commit is contained in:
RSDuck
2024-05-13 19:15:48 +02:00
parent 347f4a79fd
commit 5df83c97c7
2 changed files with 7 additions and 7 deletions

View File

@ -315,7 +315,7 @@ void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinate
HiresCoordinates = highResolutionCoordinates;
MaxWorkTiles = TilesPerLine*TileLines*8;
MaxWorkTiles = TilesPerLine*TileLines*16;
for (int i = 0; i < tilememoryLayer_Num; i++)
{