Resource: additional dedicated build patches to improve runtime performance

Disabled additional unnecessary DX code from patched dedicated server executable, this allows the dedicated server to run RPaks containing models without any material or texture data. This also allows us to fully rebuild all RPaks for dedicated while also omitting material/texture data to further reduce memory usage during the parsing thereof, and overall disk size.
This commit is contained in:
Kawe Mazidjatari 2024-05-07 14:47:09 +02:00
parent eaaa32eb64
commit 47ffee0043

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@ -27,3 +27,10 @@
// since the dedicated server doesn't use model or texture streaming, and as a // since the dedicated server doesn't use model or texture streaming, and as a
// result the files aren't shipped. // result the files aren't shipped.
0x44BE87: "mov ecx, 0x1" --> "mov ecx, 0x0" 0x44BE87: "mov ecx, 0x1" --> "mov ecx, 0x0"
// Prevent this global bool from being set, as setting this enables CMaterialRenderContext code which shouldn't run on the dedicated server.
0x1E4CE0: "mov cs:byte_165C4D15B, al" --> "mov cs:byte_165C4D15B, 0x0"
// Prevent VFTable global pointer from being initialized to HardwareConfigDX11, which disables additional DX/Render code.
0x44A460: "lea rax, ds:off_141F03730" --> "nop"
0x44A467: "mov ds:off_141F03730, rax" --> "nop"