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Resonant is by all accounts our largest game to date. Our peak entity counts are almost 3x more than what we had in Alan Wake 2! Northlight isn’t an open world engine. So there was a lot we had to optimise cpu side to handle a game this size across all our platforms Level loading is one of them…

For Alan Wake 2 we could hide our level loads through fade to blacks and loading screens For Resonant this wasn’t something we could do Enter the “airlock”, a void between two levels where we can safely do a level load and unload without *hopefully* any of you noticing!

We did a LOT here to improve the performance Here’s where we were a year ago on base PS5 at performance target ( 60hz )

For context here we’re: Unloading: 280k entities 10.4 million components Loading: 378k 14.1 million components And this isn’t even the largest level in the game! 🤯

Through some considerable hard work between the Resonant team and practically all departments in Northlight here’s where we are today on PS5 in this same spot

And a side by side It’s not perfect, and there’s a lot more I wish we had time for But that is the reality of shipping a multi-platform game of this size!

In any case I hope people have a great time with the game. It’s been built with a lot of love and care by the whole team (including Northlight!) If you’re having a blast or running into issues be sure to post through the regular channels as the team monitors them!

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