Nice to see this finally out! I wrote much of the GPU-driven rendering code for this release, which really helps Bevy's rendering performance with large scenes.
I spent the last hour reading the release notes, very enjoyable as always. Since I'm not a game dev, I focus on random things. I keep checking their progress on meshlets (and occlusion culling) as I think it unlocks the ability to use highly complex geometry without penalty. This means it should allow amateurs to make very impressive-looking games by just obtaining meshes and materials. Now, of course, it requires a mountain of other things like GPU-driven rendering to make it actually happen. However, ever since I saw the nanite demo, I thought, if some FOSS engine has it, then the output should be very impressive.
I wrote most of the virtual geometry / meshlet feature, so thanks for the kind words!
It's not quite at the level of Nanite, but I'm slowly getting there. Main limiter is that I do this in my spare time after work, since I don't have any dedicated funding for my work on Bevy. So, expect progress, but it's going to take a while :)
This is an insane release! Lots of new features, many of which address existing pain points, and performance improvements across the board. Bevy is such an impressive endeavour, and I'm excited to continue following the ride.