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15 changes: 10 additions & 5 deletions Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DSmudge.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -314,6 +314,14 @@ void W3DSmudgeManager::render(RenderInfoClass &rinfo)
if (!testHardwareSupport())
return;

// TheSuperHackers @performance stephanmeesters 14/08/2026 Early return when we have no smudge sets
// or if the global smudge set is the only set and contains no smudges.
if (m_usedSmudgeSetList.empty() || (m_usedSmudgeSetList.size() == 1 && m_usedSmudgeSetList.front()->getUsedSmudgeCount() == 0))
{
m_smudgeCountLastFrame = 0;
return;
}

SurfaceClass *backBuffer = DX8Wrapper::_Get_DX8_Back_Buffer();

if (!backBuffer)
Expand Down Expand Up @@ -365,11 +373,8 @@ void W3DSmudgeManager::render(RenderInfoClass &rinfo)
SmudgeSetDeque::iterator setIt=m_usedSmudgeSetList.begin(); //first set that didn't fit into render batch.
Int count = 0;

if (setIt != m_usedSmudgeSetList.end())
{
//there are possibly some smudges to render, so make sure background particles have finished drawing.
SortingRendererClass::Flush(); //draw sorted translucent polys like particles.
}
// make sure background particles have finished drawing.
SortingRendererClass::Flush(); //draw sorted translucent polys like particles.

for(; setIt != m_usedSmudgeSetList.end(); ++setIt)
{
Expand Down
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