🔧 Update v0.1.93 — Massive GPU Marker Rendering Performance & Multiplayer Speed

Global Protocol: New World Order Playtest · published · build 23396698

🔧 Update v0.1.93 — Massive GPU Marker Rendering Performance & Multiplayer Speed Sync

Hello Commanders!

This update introduces high-performance GPU-instanced map rendering for thousands of units, alongside a critical game speed synchronization fix for multiplayer sessions.

Here is what's new in v0.1.93:

🚀 GPU-Instanced Unit Marker Rendering (Massive Map Performance)

• Batched Drawing System: We have completely overhauled the map rendering engine for Army, Fleet, and Air Wing markers. Instead of executing individual draw calls for every unit on screen (which previously bottlenecked the CPU), the engine now batches up to 1023 markers and draws them in single sweeps using Graphics.DrawMeshInstanced.

• Buttery Smooth Global Deployment: This optimization reduces overall CPU draw call counts by up to 99% under heavy unit density, resulting in a massive boost to framerates when zooming out or managing hundreds of units simultaneously.

• Instanced Shader Support: Added MarkerInstanced.shader to support per-instance colors and custom billboard rotation parameters.

🌐 Multiplayer Game Speed Sync Fix

• Bypassed Speed Change Validator: Fixed a multiplayer bug where change commands for game speed (Pause, Normal, Fast) could get stuck or repeatedly snap back to "Paused".

• ForceSetSpeed Implementation: Added a ForceSetSpeed mechanism to the input system. This allows the multiplayer lockstep dispatch path to apply game speed changes directly once they are agreed upon by the peers, bypassing the local validation checks that read outdated state. Speed transitions in multiplayer lobby and gameplay sessions are now perfectly synchronous and fluid!

Thank you for your fantastic feedback and bug reports. Enjoy the massive map performance gains!