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Increase the size of the uniform set cache to 4096 to avoid cache thrashing from projects with high numbers of unique textures.
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@@ -3584,7 +3584,7 @@ void RenderingServer::init() {
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GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/shadow_atlas/size", PROPERTY_HINT_RANGE, "128,16384"), 2048);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 256);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/2d/batching/uniform_set_cache_size", PROPERTY_HINT_RANGE, "256,1048576,1"), 4096);
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// Number of commands that can be drawn per frame.
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
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