Unity Compute Procedural Systems: I've built a voxel terrain and chunk loader using marching cubes with a noise inspired by Ryan Geiss' GPUGems submission. The actors are memory-efficient utilising bitonic merge sorting and append/consume buffers. Both the Player and the fish fully react to terrain in real-time generated distance fields.
This is a VR prototype and is runs around 240fps in desktop VR with a 3080, displayed on a Meta Quest 3.