Thanks for the feedback. Yeah, there is still a lot of optimization work that can be done. For the physics, one thing I've started experimenting with is lowering the simulation resolution behind the player, but it is a bit tricky and can cause artifacts. For the lighting, I could probably do some optimization for static objects but other than that, all shadows, reflections, and refractions are dynamic and it doesn't average things over multiple frames. For geometry/rasterization, I have a pretty good LOD system set up with mesh shaders (it can render more than just cubes) but that requires a Turing or better GPU. I haven't released the mesh shaders version yet. Also, I plan to take advantage of asynchronous compute eventually, to simulate the lighting while rasterizing.