Yeah. Basically, it's not actually about loading, but it's deciding what to do next, I think, right? I think this is what you probably meant. And I think, yes, absolutely. A lot of the stuff is being smart, especially in the social environment, where you know that the player is not going around killing everybody, right? Because they need to react very fast and so on. But in the social environment, yes, we absolutely need to be smart about the way we cover up the time it takes to find something when there are like 1,500 characters active at the same time. That's just a lot for one server, right? This is where I think it's even pretty good for what we have right now. And of course, it's still not the experience that we would like the player to have. There's a bit more stuff that we are discussing. I mean, first, Marius is absolutely right when he says, we do a lot of performance captures right now, every time, and we see where the biggest bang for the buck is as well. Because AI itself is definitely not that expensive, but it's everything that comes with the character, right? That is animation, updating animation, the rendering, all the calculations for, I don't know, if they're planning a ship with all the items and stuff like this. So AI, at the end of the day, is at the end of all the chains of all the features. So to have good AI, you need to have everything else working. I think one thing is definitely the synchronization as well, that we are looking at, so that we try to fix bugs. Sometimes I know people feel like, oh, this is what happens in the game. But I think it might be different. Some of these bugs are related to the fact that you see on the client something different than what happens on the server. And recently, we have fixed a lot of those bugs where, for example, there was a problem with the lower body turning. Because the lower body was not turning on the server, you would see a character fighting that was not looking at you. On the server, he was trying, but he was not turning, and that information was not right on the client. So you feel like, oh, the guy is not responding to me because he's not shooting. But he's not shooting because he's not pointing the gun at you, because he can't. And on the client, it doesn't even look like he's trying, right? So I think you have some types of discrepancy in experience; these are the bugs that we are absolutely looking at right now. We don't really need any change from server meshing or persistence or any other type of dependency. I mean, it's time; as you said, sometimes you need to just speak with the balance. But there are other things that I think we want to do. For example, at the end of last year, one of the things that we changed is the way we give priority to some of the calculations. So we give priority to the combat more than the social, and to some things in the social a bit above the combat. And I was finishing experimenting with some other ways of keeping priority with different LODs, and these are things that we have. We already have two versions of LODs for behaviors and movement and stuff like this, but we don't have yet, for example, what we want to do: a nice way of balancing the importance of the requests based on the LOD you are at. And if you switch LOD, right, if the player moves around and fights with, let's say, Andrew, right? And Dan is super far. Maybe he was close to me, but I left him, right? So if now it takes a little bit more time for him to find a new cover spot, I prefer that Andrew's cover spot is given to him more quickly. And we try to be very careful as well. We have a really limited set of raycasts we do every frame, right? A very limited amount of queries that we do. And some of the low-level systems that this query system uses, we are trying to optimize as well. The usable queries, we are right now working on making them faster. If that becomes faster, you can run quicker queries, right?