Following just boring tech nonsense about a very simple thing that makes things simpler.
The Swapper is a game with many lights. Even a small area involving one or two puzzles can contain up to 20 static lightsources. Rendering lights is a math-heavy progress so the static lights are rendered only once to a “surface” in the graphics memory. And each and every light takes lots of memory.
Previously that would have meant that it is impossible to create heavily lit big maps as the lights eventually and pretty soon would have taken all the memory in the graphics card. That’s no longer a problem as the lights are removed from the memory as soon as they get outside the screen bounds. When a lights enters the players field of view it’s again rendered into the graphics memory.
I’m also thinking about other similar optimizations.
Whoa! That means big maps and lots of light!