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Сообщить о проблеме с переводом
Let me be clear, "air" and "empty space" are two different things. Voxel objects which are made as one thing with space inbetween will have air voxels fill in that space, those are still accounted for in calculations and still need to continuously skipped through when doing those calculations. Empty space is space in the game which is no where in a shape bounding box.
Any time the rendering system comes comes in contact with this "air" it is fast to skip through unless there is a lot in the direction its going. Weight calculations for physics have to include the air as it checks each voxel and its structure and creates a collision box and maintains proper collision.
So it is fast to skip through the air but when you have thousands to hundreds of thousands of EXTRA voxels to pass through or check it slows down the shape calculations massively in different areas.
Though after viewing it again and understanding the length of the bridge it is very possible the long bridge is seriously too much
. Also theres a warning about going over 400 meters with the shadow volume as it seems to seriously mess with AMD gpus. What your video showed and my own test showed was that the bridge was the most taxing on the physics aspect.