This update adds in the GPU Instanced ground clutter system for the entire Libyan terrain. I've also added in the terrain culling system which hides terrain that is not currently visible (I would recommend setting the maximum visual range in the Video Settings to 25km as you can't see further than that due to the desert haze anyway ːsteamsunnyː) The ground clutter is basically only there to add a sense of scale, speed and some "frame of reference" to the desert. You cannot collide with anything - the bushes are quite small and assumed to be no match for a flying lawnmower! I am also quite surprised at how fast the Hind now feels when zooming along 10m off the ground! Likewise, the Gazelle feels great to fly with its wide open cockpit views. Hopefully you'll have the same experience ːsteamhappyː For testing purposes I have also added a FPS counter to the bottom right of the HUD. This value is your [u]averaged[/u] frame rate over the [u]last 30 frames[/u]. For those who want ultra speed and no ground clutter I will be adding an option to the Video Settings to turn it off completely shortly. Feedback on performance etc is, as always, very welcome ːsteamhappyː [u]Known Bugs[/u] 1. Foliage can now clip through the weapon load out screen again. This is only temporary. One of the awesome things about this system is that I can dynamically remove details from the terrain at run time. Essentially, when buildings etc are placed by the random system they will automatically remove any plant life that clips through them! This will also work for roads, runways etc too. ːsteamthumbsupː