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// gaming

Custom Forest Engine Delivers Stunning Visuals at 130 FPS on an RTX 3080 at 1440p, Without Hardware Ray Tracing

Whereas fashionable sport engines proceed pushing graphical constancy at an more and more demanding efficiency value, an unbiased developer has demonstrated what a extremely specialised rendering engine can obtain with comparatively modest {hardware}. The outcomes are spectacular, significantly contemplating the sheer density of the vegetation being rendered.

Sport developer and modder Toni Macaroni has showcased a wide ranging forest atmosphere powered by a largely handwritten customized engine, reportedly averaging 130 FPS at 1440p on an NVIDIA GeForce RTX 3080. The demonstration, obtainable on YouTube and just lately shared on Reddit’s r/pcmasterrace group, options sprawling forests, dense undergrowth, spectacular draw distances, and remarkably convincing pure lighting.

Based on the figures shared alongside the demonstration, efficiency varies significantly relying on the digicam place:

  • Common efficiency: Roughly 130 FPS
  • Aerial views: As much as 200 FPS
  • Dense forest environments: Round 80 FPS

These are spectacular outcomes for the six-year-old RTX 3080, significantly contemplating the sheer density and geometric complexity of the foliage rendered all through the demonstration. Nevertheless, the figures are developer-reported reasonably than independently verified, and the exact rendering settings and upscaling configuration haven’t been established.

What makes this practice forest engine significantly attention-grabbing is its underlying rendering structure. Based on the technical particulars accompanying the showcase, it makes use of clustered levels of detail (CLODs), Nanite-like digital geometry, and voxel-based representations of distant vegetation, reasonably than conventional impostors. Extraordinarily distant objects are additional simplified utilizing proxies that get rid of pointless per-instance information.

The lighting system is equally noteworthy, combining screen-space strategies with voxel-based international illumination with out counting on hardware-accelerated ray tracing. This strategy is paying homage to the Sparse Voxel Octree Global Illumination (SVOGI) know-how employed by Warhorse Studios in its closely modified CryEngine powering Kingdom Come: Deliverance II. This helps ship convincing oblique lighting whereas avoiding a number of the computational overhead related to extra demanding software program (or {hardware}) ray-traced options.

In an earlier X post, Toni Macaroni revealed that the engine had been below improvement for roughly seven months, concentrating on monumental environments full of high-polygon vegetation. One instance reportedly options round a million situations and 4 million triangles.

Curiously, this isn’t the developer’s first spectacular forest demonstration. Again in August 2025, 80 Level covered one other atmosphere created utilizing Godot, which reportedly achieved round 170 FPS uncapped on an RTX 3080. That earlier mission relied closely on customized vegetation methods and Houdini-assisted terrain era, highlighting the developer’s present expertise with large-scale environmental rendering.

Naturally, there are some necessary caveats. A devoted rendering demonstration will not be immediately comparable to a whole sport, the place character animation, physics, AI, gameplay methods, and extra CPU workloads can considerably have an effect on efficiency. However, the showcase gives a compelling instance of what cautious engineering and a purpose-built rendering pipeline can accomplish.

The developer maintains an lively GitHub profile containing quite a few publicly obtainable modding tasks, though we couldn’t establish a public repository or downloadable construct for this specific engine.

For now, the demonstration stays an intriguing technical showcase reasonably than a publicly obtainable engine. Hopefully, Toni Macaroni will ultimately present a extra detailed breakdown of the rendering pipeline and its efficiency traits.

Information Supply: r/pcmasterrace subreddit


Sebastian Castellanos Photo

Concerning the author: Sebastian Castellanos is a knowledge scientist by training and coaching. He is additionally deeply obsessed with PC gaming {hardware} and software program. He has just lately began writing technical articles and guides on Wccftech about PC hardware, video games and mods.

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