Since both Star Citizen and Squadron 42 are quite long term projects, I wanted to know what is being done to be ready for future, more powerful hardware. Obviously visual quality has changed quite a bit over the years on this project, with things like PBR materials still continuing to be implemented everywhere and volumetric tech being in active development. But how much is being done to prepare for the potential improvements in hardware during the next five years or so. I understand that you won't revamp rendering features every few years, that won't be practical, but stuff like the possibility to later change LOD distances, texture and shadow map resolutions and distances and maybe even archiving high-rez concept models to later do a higher poly LOD 0 pass should be possible. Is this being considered while doing today's final art for the game? Or are there even more drastic measures taken to ensure Star Citizen won't fall behind while still in active development and not out of Alpha or even Beta? And even though this goes a bit further, are there intentions (if not plans) to incorporate more advanced new rendering features as they become viable from a performance standpoint? Obviously real-time raytracing is all the rage right now but there's only a nvidia version that is actually used in production and it's far from actually being used widely, but there are other features that aren't as computationally expensive like GTAO or Water Surface Wavelets which Star Citizen could benefit from.