Recently I've been reworking the engine which builds out the environment geometry to reap some valuable performance gains. The new approach packs multiple levels of detail into shared geometries, so that there's much less work involved for both generating and rendering the scene. This demo shows the lifecycle for how the environment is loaded, and how the detail is generated only around where the vehicle is about to be. This is real-time, but the car is moving at 2700kph.