WAIFUVERSE / THE ABYSS COLOSSEUM

One arena. Nothing beneath.

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A custom gray-stone fighting platform, etched with concentric runes above the abyss. Ten fighters. A voxel colosseum. Endless rematches.

AZURE · 5 aliveROUND 1ROSE · 5 alive
Preparing teams

Building the colosseum

Preparing 20 character GLBs + 4 Sandbox blocks…

Drag to orbit · scroll to zoom · no railings on the fighting platform
Preparing stonework…
Preparing performance readouts…
VISIBLE FRAME RATE
FRAME INTERVAL · P95
DEMO CPU WORK · P95
GPU DRAW TIME · P95
FRAMES OVER 20 MS
DRAW CALLS · AVG / PEAK
TRIANGLES / DRAWN FRAME
CASTING / IDLE / KO
GEOMETRY / TEXTURE COUNT
JS HEAP · APPROXIMATE
GLB PAYLOAD · BEFORE COMBAT
GLB REQUESTS AFTER READY0
PRELOAD + GPU WARMUP
TOTAL CASTS / ROUNDS
ACTIVE POOLED FX

Rolling last 300 samples. 60 FPS has a 16.7 ms frame budget. CPU time covers this demo’s update + render submission, not total CPU usage. CPU and GPU work overlap; do not add their timings. GPU timing may be unavailable. Heap excludes GPU memory and can include other page contexts; counts are not memory sizes.

Manual spell controls and technical notes

Disable endless combat for manual casts. Healing targets a wounded ally, shields protect the caster, and damage targets living opponents. Simplified demo stats are not the live arena’s balance rules. A round restarts after a victory or a 90-second time limit. Both model versions stay in memory; idle optimization reduces draw/update work, not retained original memory.

Model and effect resources are warmed before fighting. No additional model downloads per cast or rematch. Pausing or hiding the page stops simulation; hidden time does not count toward performance. Original attack clips stand in for casting animations.