We have a lot of ongoing efforts to continue optimizing, some large some small. To give some specifics
- we've very recently started an effort to pack textures differently for all visual effects across the game which should reduce their memory footprint substantially
- we've just signed a highly regarded console porting studio to work in an integrated manner with our team with their main focus being performance optimization which is needed as consoles have strict requirements here
- we've got an internal optimization team spun up and finding targets on a weekly basis to chew through empowered with newly licensed analysis software
- we've got developers with a working prototype of skin meshed renderer batching for a many enemies of the same type on screen. This could be a very impactful update that would even allow for larger "swarming" events that are very performant
- we are looking to implement addressables which would drastically reduce th...