Highlights include meshlet emulation to render large amounts of polygons, and a performant screen space ambient occlusion (SSAO) implementation.
Meshlets
Meshlets enable rendering millions of polygons efficiently, even on mobile devices.
By chopping up large meshes into similar-sized patches, entire patches can be skipped efficiently based on frustum culling and required level of detail.
Check it out for yourself:
This scene renders:
- 5 passes in total
- 4 shadow passes
- 1 color pass
- 1 post processing pass
- Our mobile-optimized bloom with tonemapping
SSAO (GTAO)
We’ve implemented a mobile-friendly screen space ambient occlusion post-processing method with GTAO.

Changelog
Editor
- Fix crash when copy & pasting objects from another project when linked scene files do not exist there
- Disable duplicate UV mesh import by default
Engine
- Add meshlet implementation
- Add GTAO implementation
JS API
- Add
scene.ssaoto control SSAO settings at runtime
Last Update: March 19, 2026