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Cover image for Heavy Grace
ALIS — World Reborn
ALIS — World Reborn

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Heavy Grace

Cover Image

Heavy Grace

We continuously run scenes and objects across different locations and scenarios to keep the project stable.

In Unreal Engine we use profilers - GPU/CPU, Nanite and texture/streaming visualizers, plus material/shader complexity. They show FPS, hardware load, memory usage per texture and per object, and how light, shadows, shaders, and material layers (MLB) behave. This lets us quickly spot bottlenecks - dense foliage, heavy materials, or overly detailed models.

We then adjust scenes and assets based on the metrics: tune LOD/Nanite, materials, and lighting to keep the balance between photorealism and smooth performance. The player gets a living, natural world, and we get confidence that every element runs reliably.

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