WSV3 continually becomes more performance-optimized, lighter on CPU relative to workload, and fitted with higher efficiency code. One performance bottleneck that spent up to ~30,000 CPU cycles per-frame was the atmosphere effect rendering color vertex computations (Rayleigh and Mie atmospheric scattering equations). A new in-development GPU-only vertex shader rewrite of the atmosphere rendering now results in less than 200 CPU cycles per frame render. The visual fidelity and overall appearance of the atmosphere rendering is also enhanced, as well as simplified/revised UI settings offered for a better customization experience. CPU performance timer debug information shown on-screen shows the magnitude of the performance optimization of GPU vs. CPU atmosphere rendering in relation to other components.