3 places where I feel like gender separation doesn't really make sense
Sports
Separation of men and women in sports is fairly admirable as it gives people a chance to showcase their skill that would otherwise be outcompeted. It additionally is nice as women are a group that are often discriminated against and exposure in previously limited areas is nice. However, I don't think that a strict gender separation is really necessary. I think that an ideal system would allow anyone with higher skill to go to the top of their league, relative to the physical ability determined by their genetics. I'm not very into sports, but I get the impression that people's enjoyment often comes more from people's character and effort than the absolute magnitude of their ability. Short v.s. tall people in basketball are one example that comes to mind; a shorter person would require much more skill to reach the same level as a taller person currently. I'm not much of a wrestling person, but I think this is addressed there through weight classes. A possible wider idea is be some meta-classification into classes based on the characteristics that cannot be changed with more practice or other self-improvement.
Bathrooms
this is basically a summary of this very silly 2kliksphilip video
Urinals are more space-efficient than toilets, but typically only are found in men's restrooms. Therefore, with equally sized men's and women's restrooms, the men's restroom gets higher throughput assuming an equally sized demand, and has under-occupied stalls compared to the women's room. Even if both are perfectly sized for average demand, there will still be inefficiencies when outlier groups come in. There's really no reason other than tradition to not just separate out the urinals (if desired) and unify all of the stalls, with full height walls if you think it isn't private enough (Really, as a 6 foot 2 guy, it's silly how low stall wall tops usually are).
Pronouns
I was working on a thing recently and had to refer back to someone in a sentence that already included 2 men. I know that some other languages have primarily gender neutral pronouns, but a concern that I have had is that it would make it harder to tell who someone is talking about. I think there are some alternate systems that are better at resolving general ambiguity though, like having different pronouns for the person most recently named vs. 2nd most recently named, etc. There might be languages that do this already, idk, I just speak English and a teeny bit of Spanish lol. I haven't put all that much thought into this but I'm sure there are ways that could make this problem in communication even easier than it is currently. If we could ever get an opportunity to modify common speech.






As an amateur computer graphics person, the best way to draw accurate stars is to just pre render it onto a cubemap. But if you really need that subpixel worth of parallax to be completely accurate for every star, there are a couple ways I can think of off of the top of my head. With any you'd want to make sure you only store position, size, and color, since stars are all spheres anyways. With effort, you can be very flexible with how these are stored. (4 bits color temperature, 4 bits size, 3*32 bits coordinates maybe)
Worse ideas:
This is not that well suited to most usual rendering techniques, because most stars are probably going to be much smaller than a pixel. Ray tracing would mean you need to just hit every star by chance (or artificially increase star size and then deal with having tons of transparency), hardware rasterization is basically the same and additionally is inefficient with small triangles. I guess you could just live with only hitting stars by chance and throw TAA at it, there's enough stars that it doesn't matter if you miss some. That would react badly to parallax though and defeats the purpose of rendering every star in the first place.
It's much more efficient to do a manual splatting thing, where for each star you look at what pixel(s) it will be in. You can also group stars together to cull out of view stars more efficiently. Subpixel occlusion will be wrong, but it probably doesn't matter.
This is all just for the viewport, though. Presumably there are other objects in the game besides stars, which need to have reflections on them of the stars. Then that becomes an entirely different problem.
The real answer though is that you wouldn't try to render all of the stars, even if you want parallax. Maybe some of the closer and larger ones as actual geometry, simplify a ton of stuff in the background, render things as volumes or 2d billboards, have a cubemap for the far distance, etc
Edit: also ofc this presumes you know the position, scale, temperature of every star