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[Project Peril] Performance Showcase
May 5 2017
There are no worker/background threads active here. Stress testing 4,000 monsters in a single zone. Monsters were given a simple Wander AI script, every 3-5 seconds they choose a random location to walk to performing an A* search to get there. Server rarely goes above 1ms frame time (1,000 frames per second) and garbage allocation is very low. Excuse the jittery monster movement, I have yet to implement client-side movement interpolation. Project Peril will be akin to Diablo 2 or Grim Dawn in terms of monster density. Despite Peril Engine being capable of it, there will not be always be nonstop hoardes of hundreds of monsters to slay casually with masses of loot, instead there will be small to medium sized packs here and there with solo stragglers from time to time as well. Loot and difficulty will be balanced around this design.