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Just wrapped integration testing across the entire stack for a distributed virtual world prototype. The system handles global world hosting at scale (~300m splats in total), complete with adaptive streaming, level-of-detail rendering, bidirectional portals, and dynamic scene loading on demand—plus collection support.
Performance-wise, we're hitting 160fps on laptop hardware and roughly 50fps in VR headsets. Not bad for an early build.
Multiplayer support is what we're tackling next.