How to stream levels async/hitch-free?

“By default 4x4km landscape tiles use about 1000 components, try to create landscape tiles with smaller number of components” — will see if this is feasible, at 24x24km (20km game-world plus 2km “non-enterable border-lands mountaineous backdrop padding each side”) we’d be looking at 12x12=144 tiles if I switched to 2017x2017 tiles, see that as slightly unmanageable but OK maybe I’ll try it out.

If streaming performance is a top-priority for the dev team I’m glad already… must be tough to optimize & debug this stuff, major props to the devs. Would always suggest to test with extreme-case maxed-out open-worlds like this here case… :wink: