The vision for the dome was always striking: a massive arena where every surface looks like a screen. The problem was making it actually run. Our first implementation was brutal on performance, dropping frames significantly in testing. So we went deep on optimisation, batching draw calls, reducing overdraw, rewriting the shader, until we got exactly the look we wanted without bogging down the system.
The trick isn't a hundred real screens, it's a shader that makes every surface read like one, without the draw-call cost of actually building them.
The dome is now one of the best-looking spaces in the game, and it runs smooth.


