Deliver Massive Worlds up to 10x FPS
Picture your current project. The pitch calls for a living, breathing open world spanning multiple biomes, dense city hubs, and long travel distances between them.
Early prototypes look promising, but as content scales up, the frame rate drops. Meetings shift from discussing world lore to debating LOD strategies. Your team is forced into triage, cutting detail and reducing draw distances to meet performance budgets.
This is exactly the type of story we have been listening to since 2012. Gaia’s stamp-based workflows in 2015, followed by GeNa and GTS, helped thousands of teams ship better-looking worlds faster, with Gaia alone crossing 200,000 sales. Storm is where all of that experience converges for studios that need both quality visuals and predictable performance, not one at the expense of the other.
With Storm in your pipeline, your team gains a renderer designed to sustain large-scale, feature-rich environments. Up to 10× faster rendering than legacy Unity, proven on massive worlds, means you can maintain high density without sacrificing responsiveness. Runtime biomes, vegetation, and structures remain editable and non-destructive, so designers can keep iterating late into production without breaking the performance model.
The hero in this story is not Storm. It is your team shipping the world it initially imagined, not the scaled-down compromise. Storm’s role is to provide the technical foundation that keeps that outcome within reach, from first blockout to final build.
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