&meeseengine
This stress test on the Gamecube shows that mesh and lightmap generation have been successfully optimized, though world generation still needs improvement. Thanks to real-time heap defragmentation, the game never runs out of memory, even when moving at high speeds.
In case you're wondering, the Dreamcast's performance lags behind significantly, with mesh and lightmap generation running 30x slower. On the Dreamcast, the game maintains a smooth 30 FPS when standing still or walking within a small area, but rapid movement induces noticeable lag. Substantial optimization efforts are required to bring the Dreamcast's performance on par with the Gamecube.
Previous update: https://discord.com/channels/239737791225790464/404399251276169217/1259864487998259240