&meeseengine
I/O streaming just got another serious upgrade. Now hitting hypersonic speeds of 7,400 km/h while holding a solid 60 FPS with a 1 km render distance. This is all running on my laptop. I'm honestly surprised it works this well. At this level of performance, there's real potential to support end-game items or entities that move at these speeds (on PC only, not console), depending on how multiplayer holds up. If not, then I'm leaning into a more complex world, pushing in more data per chunk to support features like advanced lighting and highly dynamic environments.
Is it fully optimized? Far from it. There's still plenty of headroom. I/O streaming could be made significantly faster. But for now, I'm focusing on features and pushing what the engine can currently do. I/O optimization on PC can come later, once there's more to optimize around.