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Comment by warvstar

That's actually the main thing we've worked on, WebGPU support is small potatoes compared to it, but I'm happy it's getting some attention here. We have an asset streaming system that enables you to stream in large, or near infinite size worlds at runtime, of course you still have to be smart about memory usage. We also have a server-side streaming solution that can be used as fallback, for constrained devices.
parent warvstar 2 years ago

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