Todd Papy · PU Live Game DirectorNot right now. I know that we have a discussion with Clive regarding shards soon, and other aspects regarding the server meshing aspects soon. So I don't know exactly how that's going to impact the way that we design, the way that we build. So I think that's the first iteration. Obviously, making sure that the server is running and solid enough is another iteration to make sure that we can actually increase these counts. There's some code that I know Chris Roberts actually needs to check in that will make the ships cheaper to run. Poke, poke, Chris.
Jared Huckaby · Host, CommunityI know one of the other things that we're doing to improve performance, and one of the things that will be a step towards getting more people in, is reducing the amount of draw calls on the player characters, for instance. Right now, our player characters are anywhere from 8 to 15 draw calls because of all the different armor patches and whatever. And we're working on an optimization system using layer blends to reduce the player draw calls down considerably.
Todd Papy · PU Live Game DirectorBut right now, the ships update constantly. Each item attachment updates constantly. And that's the code that Chris is checking in. So the update would only happen when something is basically changing on that, so that there's a state update. And so I think once that goes in, the draw calls of the ships go down as well. Or not the draw calls, but the actual cycling update of the physics and everything like that.