Posted October 28, 2025 by Gore Gone Studio
This update brings a full performance overhaul to Ether Gore. We focused on removing the frame drops and slowdowns that occurred during combat, in crowded towns, and in large outdoor areas. The rendering systems have been reworked from the ground up so the game now uses the CPU and GPU far more efficiently. Sprites, particles, animations, and textures are all handled in a smarter way that allows the game to run smoothly even when there are many entities and effects active at the same time. Nothing about the gameplay or visuals has changed, but everything should feel significantly faster, more stable, and much more scalable as the world continues to grow.
In Short
Major rendering pipeline rewrite for higher and more stable FPS
Drastically reduced frame stuttering during combat and heavy scenes
Breathing animations are now pre-generated instead of processed every frame
CPU load reduced, especially with many enemies and NPCs
Texture pooling added to eliminate GPU delays from constant texture creation
Lower memory fragmentation and faster texture access overall
Particle and decal system optimized with batch physics and smart culling
Large particle counts no longer cause major slowdowns
Sprite atlas system added to combine many draw calls into just a few
Better performance in towns and outdoor areas with many objects
More predictable memory usage during long play sessions
Automated build and asset validation for more reliable updates
Full compatibility kept: no graphics quality or gameplay changes