← Blog

Industry breakdown · 2 min · 10/9/2026

Sonic Rumble: 32 Players on Low-End Phones

How SEGA and Rovio held 30 fps in Sonic Rumble, a 32-player Unity royale on mobile and PC, using distance-based culling, latency prediction and the SRP Batcher.

What happened

SEGA and Rovio shipped Sonic Rumble, a 32-player arcade royale for mobile and PC, built in Unity. They used distance-based culling for animation, physics and networking alike, a predictive system that estimates player positions under latency, and URP's SRP Batcher to slim stage assets, holding 30 fps even on 3 GB low-spec devices.

Why it worked

  • One rule (distance) controlled cost across animation, physics and network traffic.
  • Prediction hid latency instead of trying to remove it.
  • The lowest device in the target range set the budget for everyone.

What we'd take into a client project

  • Name your minimum device in milestone one and test on it every week.
  • Use one level-of-detail policy across systems so performance work is consistent.
  • For mobile multiplayer, plan for bad networks: prediction and smoothing are core features, not polish.

Related

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