> The new engine is doing very well. I'm getting 300,000 triangles per > second at 17 FPS, which is almost 3 times better than I got with the old > engine. Yes, I know those are the same numbers as I reported a few > months ago, but when you consider we've increased the number of > triangles in our maps by 15 times, it's a good sign. I've found I am > fill-rate limited now, so we're going to have to start designing our map > to suit the portals better. This means no more huge maps with no > possibility of portals. We also must determine the optimal number of > triangles per sector. So, I get something like 600k tris per second (with 140FPS) - that means at smooth 60FPS I would get like 10k tris and with about 4 visible sectors at time it is about 2.5k Tris per visible part of sector = about 70% of the sector. I suggest we keep the triangles at about full lightmapped 1000 static world geometry triangles per sector (with lightmaps w/o multitex. it will do about 3k - but w/o mutlitex). We have to count with model meshes. That's about additional 2000 triangles per sector (very fast with HW T&L). So, once more: 1000 triangles for geometry 2000 triangles for moving/animated models Static models can be easily added to the static geometry in form of solids (import pmf as solid function) - this is usefull as this way they can be saved also with a lightmap thus lowering the CPU time needed to sort ogl lights (+overhead) and render them (those with HW T&L - GPU time to render). Don't forget to tell the designers (Aaron, Ariel) that they should prepare also a physics mesh for their maps because it is a large performance enhancment. -kk