Devlog #25: Performance and player feedback
We've been listening. Performance complaints led to a dedicated sprint. Latency, load times, and the experience on mid-range hardware. We're not done, but we're better.
Players don't experience "latency" as a number. They experience jitter, packet loss, and brief stalls that break prediction and feel like the world is fighting them. We've been chasing reliability rather than headline bandwidth: making the experience consistent on mid-range hardware, fixing load times, and smoothing the spots where the client and server disagree. The industry is moving toward transport and wireless stacks that survive messy real-world conditions—we're making sure our game logic and netcode can take advantage when the pipe is stable.
Frame rate and the rendering pipeline
We're also looking at the client. The next wave of graphics isn't just more pixels—it's hybrid pipelines that mix traditional rendering with smarter inference to hold a consistent frame rate. When the frame time is stable, input latency and motion comfort improve. That matters for competitive play and for anyone who spends hours in the world. We're not shipping neural rendering or client attestation yet, but we're paying attention. For now, the win is simpler: dedicated sprint, fewer hitches, better experience on the hardware most of you actually use. We're not done. We're better.