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Is anyone there?
Oh wait, Jason is here, and as the one member of the team not in California for GDC this week, he managed to optimize our system further!
During the week of Halves, we made this system, where objects not in the player’s field of view would be culled, so as to not clutter the image when a player couldn’t even see it.
This week, Jason optimized this system by not rendering those objects, instead of just hiding them after rendering. This has improved our performance by about 40%!
But that’s all, since the rest of us were in California!
