Please see below
Less that, more “well we’ve gotta tackle that problem now.” iOS is a good way away. I’m not even willing to say “months”, use that as a measure.
Dunno, depends on how lots of gears turn.
See above discussion, same thing.
Yes, staying on SPS, not going to SPS-I yet.
With an unbounded timebox, we’ll eventually move to some other renderer.
(it isn’t happening in the foreseeable future.)
Not at runtime, no.
No, as pointed out in the original post, very little content needs to be reuploaded. I’ve been using it for the past week and gone through tons of worlds and events, and so far I only saw two avatars that could use a reupload to fix a weird shader bug-- and we’re already contacting Unity about that one.
Ensuring Treehouse continues to work is really important to us. We’ll do more in-depth testing once we hit more rigorous QA test suites, but a cursory check I’ve done just now shows that it works fine:
The engineers working on it say that nothing about it would be vulnerable to breaking from the changes we’ve made. The shaders used here (raymarching) don’t really use Unity’s rendering for much, except drawing to the screen, so it’s not that vulnerable to breaking changes.
Regardless, if we discover something is broken in Treehouse, we’ll fix it.
No current plans, but I agree that it’d be neat.
I’m not sure I follow! There’s lots of worlds that run above 70FPS.
Optimization is important and we have done lots of things to improve it and will continue to do those things.
However, keep in mind that the massive bulk of render time is due to the content being displayed, which… we don’t make.