- The login screen stops paying for a world nobody is in. It had been
streaming and simulating all of Elwynn Forest behind a static image — the
client began life as a terrain viewer and the streamers never had an off
switch. The world now boots when you enter it, aimed at the map your
character is actually on, and logging out releases it. Login frame cost:
p50 18.6 to 10.3 cpu ms, worst paced frame 308 to 20 ms; entering
Stratholme is a covered 1.2 s load.
- More login-screen honesty: the fullscreen glue image was re-uploaded to
the GPU every frame — 22 MB a frame for a still picture — and the
braziers' fire had been invisible since the 25th, simulating perfectly
into a camera that is off, because two booths had computed the same render
layer. Both fixed; the flames are back.
- Indoors got truer: the outdoor world draws only through the portal windows
actually in frame, as the original does; the painted-skybox gate settled
on the reference's real rule — any sky-flagged room the portal flood
reaches; and interior objects — gates, hanging signs, chains — take their
room's baked light, anchored at their box centre instead of an artist
pivot that often sits under the floor.
- Hovering with a tooltip up takes its full fix: a tooltip content change
used to run the whole-UI layout solve twice, and it runs once now, on top
of the morning's fix that made an unchanged tooltip cost nothing at all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>