There is a GUI to alter various settings available to determine how much of each layer is displayed to optimize the framerate according to your customer-base.
The world does load almost instantly in run-time - FRAPS was killing the generation time.
FYI: FRAPS does uncompressed captures and thus saves raw AVI files, which means you have a big disk IO (1920x1080x3x30 = 178MiB/s), which is good for CPU but bad for the disk, probably killed the loading time.
OBS does compress on the fly and saves them. This consumes CPU Usage or if you have a recent Nvidia GPU you can use nvenc to encode on the GPU.
Apart from that, OBS provides a dozen ways of capturing and you can fine tune the compression algorithms and also do some layering (e.g. Available on jMonkeyStore, Infinite World by jayfella).
NVIDIA Shadowplay is the best if you can use it. I’ve used plenty and my software fallback is ShareX. With that I do get some stuttering, but better than nothing. But with NVIDIA Shadowplay I get absolutely no performance downgrades. Smooth from the start to the end. And this is not paid advertisement
As cool as the demo looks, I couldn’t find a way to run it. gradle run complains about task run not being defined and after manually adding it and pointing it at the main class, I got a weird error about lwjgl jars being sealed or something.
EDIT: Importing it into IntelliJ and then running the main class did the trick, but you might want to add a run task anyway
If he could get it to work, he could have a LOT more trees and much less popping, I guess. But the popping may be a limitation of load distance, I guess.