Flax Engine says one of its main selling points is its ability to create large open-world games. But I also understand that some features required to make a larger open-world game are not yet implemented in Flax, such as world origin shifting.
What I’m wondering is if, in its current state and age, Flax Engine can make a performant open-world game that’s not super large, but still open. Like, Bowser’s Fury, for example. The content in that game is spread far apart into clusters, but the entire world can be freely traversed, making it feel way bigger than it is. If Flax can build a game like this, what are its current limitations? Does it have occlusion culling?