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Industry breakdown · 2 min · 10/9/2026

Gear.Club Unlimited 3 at 500 km/h

How Eden Games renders Gear.Club Unlimited 3 at 60 fps while streaming at 500 km/h: a GPU-driven Unity SRP, virtual texturing and DLSS, FSR and XeSS upscaling.

What happened

Eden Games renders Gear.Club Unlimited 3, an arcade racer, at 60 fps while streaming environments at up to 500 km/h, on hardware from Switch 2 to RTX PCs. They built a fully GPU-driven custom Scriptable Render Pipeline, virtual texturing with feedback loops, and DLSS, FSR and XeSS upscaling, and worked with Unity's ray tracing group to extend the rendering APIs.

Why it worked

  • A custom SRP let the team build exactly the pipeline the game needed.
  • Virtual texturing kept memory under control while the world streams in at high speed.
  • Upscaling covered the wide hardware range without separate content per platform.

What we'd take into a client project

  • When your target hardware spans a wide range, design scalability into the renderer, not into per-platform content.
  • For fast-moving cameras, test streaming at top speed early; that is where hitches show up.
  • A custom render pipeline is a long-term cost; only take it on if URP or HDRP cannot meet the target.

Related

Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.