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.
▶ Go thereultrax-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.▶ Go thereultrax-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.▶ Go thereultrax-3-arch-night-epic The arch at 20:36 on Epic: sky light, bloom on the lava, the heat shimmer over the cracks.▶ Go thereultrax-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.▶ Go thereultrax-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.▶ Go thereultrax-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.▶ Go thereultrax-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.▶ Go thereultrax-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.▶ Go thereultrax-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.