Hi all,   We've made some good strides with Culling. There is no silver bullet, but it runs better than it did.   There's a big slowdown related to audio that we're hunting down. After one of the content merges we left 6000+ audio emitters in Financial. They are all legitimate places where audio can play, but we need to do a better job managing them so they don't cause other parts of the code that search the scene to hit those objects too.   During the wee
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