It would definitely take a lot of engine work to get there. For years and years I've wanted to change some of the core underlying technology in Synthesia (the "
big optimization" I discuss
here). My background is in computer graphics, so those tasks are the most exciting for me to think about, but I haven't ever been able to justify taking the time away from features requests from users just to make things "faster" when Synthesia already runs pretty smoothly across all our platforms.
But!
I finally decided a couple weeks ago that if I couldn't justify the time, perhaps I could justify the cost instead. I just contracted the services of a graphics programmer (of considerably more talent than myself) to tackle some of those things while I continue to follow the same roadmap as before. The most critical bit of work will be a new Metal rendering back-end for macOS and iOS since Apple announced they've
deprecated OpenGL on their hardware. But, the next task on the list after that is the "
big optimization".
That should help to bump Synthesia's performance up substantially enough to start considering these sorts of effects.