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.
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screenshot_gainsvip
· 11h ago
160 frames per second on a laptop, the performance is incredible... Wait, only 50 frames in VR? That's a bit disappointing.
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ForkTroopervip
· 11h ago
ngl this performance data is pretty impressive, is 160fps on laptop really serious, VR 50fps is okay but it still feels like it might lag... It would be awkward if multiplayer online can't run smoothly.
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GasWaster69vip
· 11h ago
NGL, 300M splats running at 160fps—this number is a bit crazy. Can a laptop really handle it stably, or is it just a demo for show?
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TopBuyerBottomSellervip
· 11h ago
160 frames? Laughing out loud, this performance is really good. Once multiplayer online comes out, it will probably crash instantly.
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