This is a build of EVE which improves performance. FPS can improve anywhere from +20% to +200% based on clouds config and PC specs, check the forum thread for performance comparisons: https://forum.kerbalspaceprogram.com/index.php?/topic/196411-19-111x-eve-redux-performance-enhanced-eve-build-v11121-31012021/
A few modern rendering tricks are used to improve performance:
Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls)
Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls)
All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time
One MeshRenderer and one GameObject per volumetric layer instead of one per particle
Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.