Ultra X and the frame-rate governor

A 30 fps showpiece with the horizon three times as far at twice the pixels, a Target that climbs detail and resolution while the machine has room, and the minimap's palette put right.

The Ember Rift arch at 11:12 on Epic: ultra max detail, the horizon twice as far (6,800 cells), 2,330 tiles, drawn at 1.5× the screen.
▶ Go there ultrax-1-arch-day-epic
The Ember Rift arch at 11:12 on Epic: ultra max detail, the horizon twice as far (6,800 cells), 2,330 tiles, drawn at 1.5× the screen.
The same spot on Ultra X: the horizon three times as far (10,200 cells, 5,140 tiles), the ruler mesh at K 224, drawn at twice the screen and scaled down, so the far plain runs on and every edge is crisper. The governor holds a 30 fps target and steps it back where a machine cannot keep it.
▶ Go there ultrax-2-arch-day-ultrax
The same spot on Ultra X: the horizon three times as far (10,200 cells, 5,140 tiles), the ruler mesh at K 224, drawn at twice the screen and scaled down, so the far plain runs on and every edge is crisper. The governor holds a 30 fps target and steps it back where a machine cannot keep it.
The arch at 20:36 on Epic: sky light, bloom on the lava, the heat shimmer over the cracks.
▶ Go there ultrax-3-arch-night-epic
The arch at 20:36 on Epic: sky light, bloom on the lava, the heat shimmer over the cracks.
The arch at 20:36 on Ultra X: the same light and bloom, the plain's glowing seams carried out to the three-times horizon, at twice the pixels.
▶ Go there ultrax-4-arch-night-ultrax
The arch at 20:36 on Ultra X: the same light and bloom, the plain's glowing seams carried out to the three-times horizon, at twice the pixels.
From 900 up over the arch at 17:12 on Epic: the rift's cracked plain to the horizon, 6,800 cells out.
▶ Go there ultrax-5-vista-epic
From 900 up over the arch at 17:12 on Epic: the rift's cracked plain to the horizon, 6,800 cells out.
The same vista on Ultra X: the plain runs 10,200 cells out before the sky takes it, with more than twice the tiles behind it (5,140 against 2,330) and 3.2 million triangles against 2.0.
▶ Go there ultrax-6-vista-ultrax
The same vista on Ultra X: the plain runs 10,200 cells out before the sky takes it, with more than twice the tiles behind it (5,140 against 2,330) and 3.2 million triangles against 2.0.
Lars's favourite spot on Ultra X: the Razorline hovering 88 m up in the Ternary Gorge at 20:34, lava on, the cracks lit down the eastern wall and the mesh ground lit by its own horizon, at twice the pixels.
▶ Go there ultrax-7-gorge-razorline
Lars's favourite spot on Ultra X: the Razorline hovering 88 m up in the Ternary Gorge at 20:34, lava on, the cracks lit down the eastern wall and the mesh ground lit by its own horizon, at twice the pixels.
Before: 372 m over the Ternary Gorge at ultra on the classic ground, the minimap's right half white. The worker sent each chunk without its palette, so the page painted worker-baked chunks in the default valley palette: snow white on high ground.
▶ Go there ultrax-8-minimap-before
Before: 372 m over the Ternary Gorge at ultra on the classic ground, the minimap's right half white. The worker sent each chunk without its palette, so the page painted worker-baked chunks in the default valley palette: snow white on high ground.
After: the chunk carries its palette, so the map is the plateau's green; and on the classic ground a cell with no chunk is painted from the law, as on the mesh.
▶ Go there ultrax-9-minimap-after
After: the chunk carries its palette, so the map is the plateau's green; and on the classic ground a cell with no chunk is painted from the law, as on the mesh.