The next version of WSV3 contains small fixes and two very large CPU-usage performance optimizations: the atmosphere scattering rendering has been ported to GPU computation, saving up to 30000 CPU cycles per frame render, and the GLM lightning employs a new highly-optimized sprite rendering engine which in this video draws thousands of dynamically updating lightning strikes in a fraction of the CPU cycles that V5.7 and older necessitated to generate the same display. Previous functionality with this layer, even traditionally CPU-intensive per-strike rollover info and the live "in-view" counter, are retained in the new optimized rendering code, as shown in this video.